diff --git "a/Arduino/Arduino_Projects_Book.pdf.txt" "b/Arduino/Arduino_Projects_Book.pdf.txt" new file mode 100644--- /dev/null +++ "b/Arduino/Arduino_Projects_Book.pdf.txt" @@ -0,0 +1,10394 @@ + ARDUINO +PROJECTS +BOOK + + THE ARDUINO PROJECTS BOOK + +EDITORS +Projects and text by Scott Fitzgerald and Michael Shiloh +Additional text review by Tom Igoe + +DESIGN AND ART DIRECTION +TODO +Giorgio Olivero, Mario Ciardulli, Vanessa Poli, Michelle Nebiolo +todo.to.it + +DIGITAL FABRICATION AND PROJECT MANAGEMENT +Officine Arduino Torino +Katia De Coi, Enrico Bassi + +ADVISORS AND SUPPORTERS +Massimo Banzi, Gianluca Martino, Smart Projects + +PROJECT TESTERS AND PROOFREADERS +Michael Shiloh, Michelle Nebiolo, Katia De Coi, Alessandro Buat, +Federico Vanzati, David Mellis + +THANKS +Big thanks to the entire Arduino user community for their contin- +ued contributions, support, and feedback. +Special thanks to the Fritzing team: some of the electronic com- +ponents illustrations used in the book are taken or modified from +the open-source Fritzing project (www.fritzing.org). +Heartfelt thanks to Paul Badger for the CapacitiveSensor library +used in Project 13. + +The text of the Arduino Projects Book is licensed under a Creative +Commons Attribution-NonCommercial-ShareAlike 3.0 License 2012 by +Arduino LLC. This means that you can copy, reuse, adapt and build +upon the text of this book non-commercially while attributing the +original work (but not in any way that suggests that we endorse +you or your use of the work) and only if the results are transmitted +under the same Creative Commons license. +Full license terms: creativecommons.org/licenses/by-nc-sa/3.0/ + +© 2012 Arduino LLC. The Arduino name and logo are trademarks of +Arduino, registered in the US and in the rest of the world. Other +product and company names mentioned herein are trademarks of their +respective companies. + +The information in this book is distributed on an “As Is” basis +without any further warranties. While every precaution has been +taken in the design of this book, neither the authors nor Arduino +LLC shall have any liability to any person or entity with respect +to any loss or damage caused or declared to be caused directly or +indirectly by the instructions contained in this book or by the +software and hardware described in it. + +This book cannot be sold separately from The Arduino Starter Kit. + +Designed, printed and bound in Torino, Italy +September 2012 + + INDEX + +4 + +20 + +32 + +42 + +52 + +62 + +70 + +78 + +86 + +94 + +102 + +114 + +124 + +136 + +144 + +156 + +162 + +00 INTRODUCTION + +01 Get to Know Your Tools + +02 Spaceship Interface + +03 Love-o-Meter + +04 Color Mixing Lamp + +05 Mood Cue + +06 Light Theremin + +07 Keyboard Instrument + +08 Digital Hourglass + +09 Motorized Pinwheel + +10 Zoetrope + +11 Crystal Ball + +12 Knock Lock + +13 Touchy-feely Lamp + +14 Tweak the Arduino Logo + +15 Hacking Buttons + +A/Z GLOSSARY + + 00 + +BECOME EXTRAORDINARY + +Everyone, every day, uses technology. Most of us leave the + +programming to engineers because we think coding and + +electronics are complicated and difficult; actually, they can be + +fun and exciting activities. Thanks to Arduino, designers, artists, + +hobbyists and students of all ages are learning to create things + +that light up, move, and respond to people, animals, plants, and + +the rest of the world. + +Over the years Arduino has been used as the “brain” in thousands + +of projects, one more creative than the last. A worldwide + +community of makers has gathered around this open-source + +platform, moving from personal computing to personal + +fabrication, and contributing to a new world of participation, + +cooperation and sharing. + +Arduino is open and simple. It’s founded on lessons we’ve learned + +teaching our own classes: if you start with the assumption that +learning to make digital technologies is simple and accessible, + +you can make it so. Suddenly electronics and code become + +creative tools that anyone can use – like brushes and paint. + +This book walks you through the basics in a hands-on way, with + +creative projects you build by learning. Once you’ve mastered + +the basics, you’ll have a palette of software and circuits that you + +can use to create something beautiful, and make someone smile + +with what you invent. + + WELCOME TO +ARDUINO! + +ARDUINO MAKES IT AS EASY AS POSSIBLE +TO PROGRAM TINY COMPUTERS CALLED +MICROCONTROLLERS, WHICH ARE WHAT MAKE +OBJECTS INTERACTIVE + +You are surrounded by dozens of them every day: they are embedded in timers, + +thermostats, toys, remote controls, microwave ovens, even some toothbrushes. + +They just do one specific task, and if you hardly notice them – which is often the + +case – it’s because they are doing it well. They have been programmed to sense + +and control activity using sensors and actuators. + +Sensors listen to the physical world. They convert energy that you give off when +you press buttons, or wave your arms, or shout, into electrical signals. Buttons + +and knobs are sensors that you touch with your fingers, but there are many other + +kinds of sensors. +Actuators take action in the physical world. They convert electrical energy back +into physical energy, like light and heat and movement. +Microcontrollers listen to sensors and talk to actuators. They decide what to +do based on a program that you write. + +Microcontrollers and the electronics you attach to them are just the skeleton of +your projects, though. You’ll need to bring skills you probably already have to put + +some flesh on the bones. + +For example, in one of the projects we suggest, you’ll make an arrow and attach it + +to a motor, and put them both in a box with a knob, so you can make a meter to + +tell people whether you’re busy or not. In another, you’ll put some lights and a tilt + +switch on a cardboard frame to make an hourglass. + +Arduino can make your projects responsive, but only you can make them +beautiful. We’ll provide some suggestions along the way as to how you might +do that. + +Arduino was designed to help you get things done. To make that happen, we kept + +the background material on programming and electronics to a minimum. If you + +decide you want to know more about these aspects, there are lots of good guides + +available. We’ll provide a couple of references, and you can find more online at: + +arduino.cc/starterkit + + 6 + +Introduction +Welcome to Arduino! + ++ + +PARTS IN +YOUR KIT + ++ + +- + ++ + +- + ++ + +- + ++ + +- + +Breadboard - A board on which you can build +electronic circuits. It’s like a patch panel, with + +rows of holes that allow you to connect wires + +and components together. Versions that re- + +quire soldering are available, as well as the sol- + +der-less type used here. + +Capacitors - These components store and re- +lease electrical energy in a circuit. When the + +Arduino Uno - The microcontroller develop- +ment board that will be at the heart of your +projects. It’s a simple computer, but one that + +circuit’s voltage is higher than what is stored in + +the capacitor, it allows current to flow in, giv- +ing the capacitor a charge. When the circuit’s + +has no way for you to interact with it yet. You + +voltage is lower, the stored charge is released. + +will be building the circuits and interfaces for + +Often placed across power and ground close to + +interaction, and telling the microcontroller how + +a sensor or motor to help smooth fluctuations + +to interface with other components. + +in voltage. + +Battery Snap - Used to connect a 9V battery to +power leads that can be easily plugged into a + +breadboard or your Arduino. + +DC motor - Converts electrical energy into me- +chanical energy when electricity is applied to + +its leads. Coils of wire inside the motor become + +magnetized when current flows through them. + + 7 + +These magnetic fields attract and repel mag- + +nets, causing the shaft to spin. If the direction + +of the electricity is reversed, the motor will spin + +in the opposite direction. + + - + ++ + +Diode - Ensures electricity only flows in one di- +rection. Useful when you have a motor or other + +Jumper wires - Use these to connect compo- +nents to each other on the breadboard, and to + +high current/voltage load in your circuit. Di- + +the Arduino. + +odes are polarized, meaning that the direction + +that they’re placed in a circuit matters. Placed + +one way, they allow current to pass through. + +Placed the other way, they block it. The anode + +side generally connects to the point of higher + +energy in your circuit. The cathode typically + +connects to the point of lower energy, or to + +ground. The cathode is usually marked with a + +band on one side of the component’s body. + +- + ++ + +Light Emitting Diodes (LEDs) - A type of diode +that illuminates when electricity passes through + +it. Like all diodes, electricity only flows in one + +direction through these components. You’re + +probably familiar with these as indicators on a + +variety of electronic devices. The anode, which + +typically connects to power, is usually the long- +er leg, and the cathode is the shorter leg. + +Gels (red, green, blue) - These filter out differ- +ent wavelengths of light. When used in con- + +junction with photoresistors, they cause the + +sensor to only react to the amount of light in + +the filtered color. + +H-bridge - A circuit that allows you to control +the polarity of the voltage applied to a load, + +Liquid Crystal Display (LCD) - A type of alpha- +numeric or graphic display based on liquid crys- + +usually a motor. The H-bridge in the kit is an in- + +tals. LCDs are available in a many sizes, shapes, + +tegrated circuit, but it could also be construct- + +and styles. Yours has 2 rows with 16 characters + +ed with a number of discrete components. + +each. + + + 8 + +Introduction +Welcome to Arduino! + +Male header pins - These pins fit into female +sockets, like those on a breadboard. They help + +make connecting things much easier. + +Optocoupler - This allows you to connect two +circuits that do not share a common power + +supply. Internally there is a small LED that, + +when illuminated, causes a photoreceptor in- + +side to close an internal switch. When you ap- + +ply voltage to the + pin, the LED lights and the + +internal switch closes. The two outputs replace + +a switch in the second circuit. + +Piezo - An electrical component that can be +used to detect vibrations and create noises. + +Potentiometer - A variable resistor with three +pins. Two of the pins are connected to the ends + +of a fixed resistor. The middle pin, or wiper, + +moves across the resistor, dividing it into two + +halves. When the external sides of the poten- + +tiometer are connected to voltage and ground, + +the middle leg will give the difference in voltage + +as you turn the knob. Often referred to as a pot. + +Pushbuttons - Momentary switches that close +a circuit when pressed. They snap into bread- + +boards easily. These are good for detecting on/ + +off signals. + +Photoresistor - (also called a photocell, or light- +dependent resistor). A variable resistor that + +changes its resistance based on the amount of + +light that falls on its face. + +Resistors - Resist the flow of electrical energy +in a circuit, changing the voltage and current + +as a result. Resistor values are measured in + +ohms (represented by the Greek omega char- + +acter: Ω). The colored stripes on the sides of + +resistors indicate their value (see resistor color + +code table). + + 9 + +ling high current/high voltage components like + +motors. One pin connects to ground, another + +to the component being controlled, and the + +third connects to the Arduino. When the com- + +ponent receives voltage on the pin connected + +to an Arduino, it closes the circuit between the + +ground and the other component. + +Servo motor - A type of geared motor that +can only rotate 180 degrees. It is controlled by + +sending electrical pulses from your Arduino. + +These pulses tell the motor what position it + +should move to. + +Temperature sensor - Changes its voltage out- +put depending on the temperature of the com- + +USB Cable - This allows you to connect your +Arduino Uno to your personal computer for + +ponent. The outside legs connect to power and + +programming. It also provides power to the Ar- + +ground. The voltage on the center pin changes + +duino for most of the projects in the kit. + +as it gets warmer or cooler. + +Tilt sensor - A type of switch that will open or +close depending on its orientation. Typically + +they are hollow cylinders with a metal ball in- + +side that will make a connection across two + +leads when tilted in the proper direction. + +Transistor - A three legged device that can op- +erate as an electronic switch. Useful for control- + + UNCONNECTED WIRES + +TRANSISTOR + +PUSHBUTTON + +TILT SWITCH + +MOSFET + +MOTOR + +RESISTOR + +PHOTO RESISTOR + +POTENTIOMETER + +LED + +DIODE + +PIEZO + +POLARIZED CAPACITOR + +CAPACITOR + +BATTERY + +In this book we will show you circuits both with realistic + +illustrations and with schematic diagrams. + +Illustrations will give you an + +idea of what the breadboard + +GROUND + +might look like in one possible implementation of the project. + +Schematics, + +instead, use symbols to capture the essence of + +circuits: they present the components and the ways they are + +connected in a clear, succinct, and unambiguous form, but not + +their physical organization. Schematics and schematic symbols + +are how we communicate about circuits. As you explore the world +of electronics you will discover that some books and websites + +only provide schematic diagrams, so learning to read circuits this + +way is a valuable skill. + +Here are the symbols we will be using throughout the book. + +CONNECTED WIRES + +TABLE OF SYMBOLS + + 11 + +THE BOARD + +Power connector +This is how you power your + +Arduino when it's not plugged + +into a USB port for power. Can + +accept voltages between 7-12V. + +USB port +Used for powering your + +Arduino Uno, uploading your + +sketches to your Arduino, and + +for communicating with your + +Arduino sketch (via Serial. + +println() etc.) + +GND and 5V pins +Use these pins to provide +5V + +power and ground to your + +circuits. + +Analog in +Use these pins with + +analogRead(). + +Reset Button +Resets the ATmega + +microcontroller. + +TX and RX LEDs +These LEDs indicate communi- + +cation between your Arduino + +and your computer. Expect + +them to flicker rapidly during + +sketch upload as well as during + +serial communication. Useful + +for debugging. + +Digital pins +Use these pins with digital- + +Read(), digitalWrite(), and + +analogWrite(). analogWrite() + +works only on the pins with the + +PWM symbol. + +Pin 13 LED +The only actuator built-it to + +your Arduino Uno. Besides + +being a handy target for your + +first blink sketch, this LED is + +very useful for debugging. + +ATmega microcontroller +The heart of your Arduino Uno. + +Power LED +Indicates that your Arudino + +is receiving power. Useful for + +debugging. + + 12 + +Introduction +Welcome to Arduino! + +Your Starter Kit includes a pre- + +cut, easy-to-assemble wooden + +base that will make working on + +all your projects – whether + +they are from this book or not + +– even easier. + +To build it, take the wood sheet + +out of the box and follow the + +instructions on the right. + +Be careful to use only the + +parts that are shown, but don’t + +misplace any of the other + +pieces: you’ll need them for + +some of the projects later. + +Let’s start! + +❶ + +Take the wood sheet and carefully separate the pieces. + +❹ + +Secure your Arduino Uno to the base using 3 screws. Be + +careful not to overtightens. + + 13 + +❷ + +❸ + +Go on until you’ve separated all the parts. + +Place the pieces marked with an “A” into the holes in + +the corners, in order to create the feet of the base. + +❺ + +❻ + +Carefully peel the backing from the breadboard. + +Stick the breadboard on the wooden sheet, next to the + +Arduino UNO. + + 14 + +Introduction +Welcome to Arduino! + +- + +THINGS YOU +NEED TO +SUPPLY + +9V battery + +Small light source like a + +flashlight + +Conductive material like + +aluminum foil or copper mesh + +Colored paper + +Scissors + +An old CD or DVD + +Tape and glue + +A box that you can make + +holes into + +Basic tools like a screwdriver + +9V battery powered component +Any battery powered electronic device with at + +least one switch or pushbutton that you’re will- + +ing to hack into will do the job. + +Soldering iron and solder +(necessary only in Project 15) + + SETTING +UP + +WELCOME TO ARDUINO! BEFORE YOU START CONTROLLING +THE WORLD AROUND YOU, YOU’LL NEED TO DOWNLOAD THE +IDE TO PROGRAM YOUR BOARD + +The Arduino IDE allows you to write programs and upload them + +to your Arduino. + +Download the latest version of the IDE from: + +arduino.cc/download + +Have your Arduino board and USB cable near your computer. + +Don’t plug them in just yet. + +Follow the appropriate procedures in the next pages for Windows, + +Mac OS X or Linux. + +The online version of this guide is available at: + +arduino.cc/guide + + 16 + +Introduction +Setting Up + +WINDOWS +INSTALLATION + +Online version + +arduino.cc/windows + +INSTRUCTION FOR: + +WINDOWS 7, VISTA, + +AND XP + +❶ + +❷ + +❸ + +When the download of the IDE finishes, unzip the downloaded + +file. Make sure to preserve the folder structure. Double-click the + +folder to open it. There should be a few files and sub-folders + +inside. + +Connect the Arduino to your computer with the USB cable. Your + +Arduino will automatically draw power from either the USB con- + +nection to the computer or an external power supply. + +The green power light (labeled PWR) should turn on. + +Windows should initiate its driver installation process when the + +board is plugged in. Your computer won’t be able to find the driv- + +ers by itself, so you’ll need to tell it where they are located. + + — Click on the Start Menu and open the Control Panel. + — Navigate to “System and Security”. Open the Device Manager. + — In Windows XP, look for the listing named "Ports (COM & LPT)" +and right click on the "USB device" port; in Vista and Windows 7, + +right click on "Unknown device" under "Other devices". + — Choose "Update Driver Software". + — On Windows XP and Windows 7, you will be asked whether +to install automatically or "with a path". Chose the second option, + +"with a path". On Windows Vista proceed directly to the next step. + — Select the “Browse my computer for Driver software” option. + — Navigate to the folder you unzipped in the earlier step. +Locate and select the “Drivers” folder in the main Arduino folder + +(not the “FTDI USB Drivers” sub-directory). Press “OK” and “Next” + +to proceed. + — If you are prompted with a warning dialog about not passing +Windows Logo testing, click “Continue Anyway”. + — Windows now will take over the driver installation. + +In the Device Manager, you should now see a port listing similar + +to “Arduino UNO (COM4)”. + +Congratulations! You've installed the Arduino IDE on your + +computer. + + + + + + + + + + + + + + 17 + +MAC OS X +INSTALLATION + +Online version + +arduino.cc/mac + +INSTRUCTION FOR: + +OS X 10.5 AND + +LATER + +❶ + +❷ + +❸ + +❹ + +❺ + +When the download of the IDE finished, double-click the .zip fle. + +This will expand the Arduino application. + +Copy the Arduino application into the Applications folder, or + +wherever else you wish to install the software. + +Connect the board to the computer with the USB cable. The + +green power LED (labeled PWR) should turn on. + +You do not need to install any drivers to work with the board. + +Depending on the version of OS X that you are running, you + +might get a dialog box asking if you wish to open the “Network + +Preferences”. Click the “Network Preferences...” button, and then + +click “Apply”. + +The Uno will show up as “Not Configured”, but it is still working. + +You can quit the System Preferences. + +Congratulations! You have Arduino all set up and you're ready to + +start making projects. + +LINUX +INSTALLATION + +If you’re using Linux, please visit the website for instructions: + +arduino.cc/linux + + 18 + +Introduction +Setting Up + +COMMUNICATING +WITH THE +ARDUINO + +Now that you’ve installed the Arduino IDE and made sure your + +computer can talk to the board, it’s time to make sure you can up- + +load a program. + +❶ + +❷ + +❸ + +❹ + +Double-click the Arduino application to open it. If the IDE loads + +in the wrong language, you can change this in the application + +preferences. Look for “Language Support” on this page for de- +tails: arduino.cc/ide + +Navigate to the LED blink example sketch ('sketch' is what Ar- + +duino programs are called). It's located under: + +FILE > EXAMPLES > 01.BASICS > BLINK + +A window with some text in it should have opened. Leave the + +window be for now, and select your board under: +TOOLS > BOARD menu + +Choose the serial port your Arduino is connected to from the +TOOLS > SERIAL PORT menu. + + — On Windows. This is likely to be the COM with the highest +number. There is no harm in guessing wrong, and if it doesn’t + +work, try the next one. To find out, you can disconnect your + +Arduino board and re-open the menu; the entry that disappears + +should be the Arduino board. Reconnect the board and select + +that serial port. + — On Mac. This should be something with /dev/tty.usbmodem +in it. There are usually two of these; select either one. + +Fig. 1 + +❺ + +To upload the Blink sketch to your Arduino, press the UPLOAD +toggle in the top left corner of the window. See Fig. 1. + + + + + + 19 + +❻ + +❼ + +You should see a bar indicating the progress of the upload near the + +lower left corner of the Arduino IDE, and the lights labeled TX and + +RX on the Arduino board will be blinking. If the upload is successful, +the IDE will display the message DONE UPLOADING. + +A few seconds after the upload has completed, you should see the +yellow LED with an L next to it start blinking. See Fig. 2. +If this is the case, congratulations! You’ve successfully pro- + +grammed the Arduino to blink its onboard LED! + +Sometimes your brand new Arduino is already programmed with + +the Blink sketch, so you can’t tell if you are truly in control. If this is +the case, change the delay time by changing the number in the +parenthesis to 100, and upload the Blink sketch again. Now the + +LED should blink much faster. +Congratulations! You really are in control! Now it’s time to move +on to Project 1. (You needn’t save any changes you have made.) + +Fig. 2 + +ADDITIONAL +INFORMATION + +If you have problems with any of the steps outlined above, please + +see the troubleshooting suggestions: + +arduino.cc/trouble + +While you’re getting ready to build your projects, you can look at + +the following page for additional information about the Arduino’s + +programming environment: + +arduino.cc/ide + +You might also want to look at: + + — the examples for using various sensors and actuators +arduino.cc/tutorial + + — the reference for the Arduino language +arduino.cc/examples + + + + + + + 01 + +R +O +T +S +I +S +E +R + +M +H +O + +0 +2 +2 + +H +C +T +I +W +S + +D +E +L + +INGREDIENTS + + + + 21 + +GET TO KNOW +YOUR TOOLS + +YOU’LL MAKE A SIMPLE CIRCUIT WITH SOME +SWITCHES, AN LED, AND A RESISTOR + +Discover: basic electrical theory, how a breadboard works, + +components in series and parallel + +Time: 30 MINUTES +Level: + +Electricity is a type of energy, much like heat, gravity, or light. Electrical energy + +flows through conductors, like wire. You can convert electrical energy into other + +forms of energy to do something interesting, like turn on a light or make some + +noise out of a speaker. + +The components you might use to do this, like speakers or light bulbs, are electri- +cal transducers. Transducers change other types of energy into electrical energy +and vice versa. Things that convert other forms of energy into electrical energy are +often called sensors, and things that convert electrical energy into other forms +of energy are sometimes called actuators. You will be building circuits to move +electricity through different components. Circuits are closed loops of wire with + +a power source (like a battery) and something to do something useful with the + +energy, called a load. + +In a circuit, electricity flows from a point of higher potential energy (usually re- + +ferred to as power or +) to a point of lower potential energy. Ground (often repre- + +sented with a - or GND) is generally the point of least potential energy in a circuit. + +In the circuits you are building, electricity only flows in one direction. This type of + +circuit is called direct current, or DC. In alternating current (AC) circuits electricity + +changes its direction 50 or 60 times a second (depending on where you live). This + +is the type of electricity that comes from a wall socket. + +There are a few terms you should be familiar with when working with electri- +cal circuits. Current (measured in amperes, or amps; with the A symbol) is the +amount of electrical charge flowing past a specific point in your circuit. Voltage +(measured in volts; with the V symbol) is the difference in energy between one +point in a circuit and another. And finally, resistance (measured in ohms; with the +Ω symbol) is how much a component resists the flow of electrical energy. + + 22 + +Project 01 +Get to Know Your Tools + +One way to imagine this is to think about a rockslide going down + +a cliff, as shown in Fig. 1. The higher the cliff, the more energy the + +rocks will have when they hit the bottom. The height of the cliff + +is like the voltage in a circuit: the higher the voltage at the energy + +source, the more energy you have to use. The more rocks you + +have, the more energy is being carried down the cliff. The num- + +ber of rocks is like the current in an electrical circuit. The rocks go + +through bushes on the side of the cliff, losing some energy in the + +process; the energy is used up to crush the bushes. The bushes + +are like resistors in a circuit, offering resistance to the electrical + +flow and converting it into other forms of energy. + +Rockslide as a metaphor for + +electrical current flow. + +Fig. 1 + +Current (I) + +Voltage (V) + +Resistance (R) + +A COUPLE OF +THINGS ABOUT +CIRCUITS + +5V + ++5V + +GND + +There needs to be a complete path from the energy source + +(power) to the point of least energy (ground) to make a circuit. + +If there’s no path for the energy to travel, the circuit won’t work. + +All the electrical energy gets used up in a circuit by the com- + +ponents in it. Each component converts some of the energy into + +another form of energy. In any circuit, all of the voltage is con- + +verted to another form of energy (light, heat, sound, etc.). + +The flow of current at a specific point in a circuit will always + +be the same coming in and going out. + +Electrical current will seek the path of least resistance to + +ground. Given two possible paths, more of the electrical current + +will go down the path with less resistance. If you have a connec- + +tion that connects power and ground together with no resist- + +ance, you will cause a short circuit, and the current will try to + +follow that path. In a short circuit, the power source and wires + +1 +1 + +2 + +3 + +4 + +The current at (1) = current at (2) + +convert the electrical energy into light and heat, usually as sparks + ++ current at (3) = current at (4). + +or an explosion. If you’ve ever shorted a battery and seen sparks, + +Fig. 2 + +you know how dangerous a short circuit can be. + + 23 + +WHAT’S A +BREADBOARD? + +The breadboard is the primary place you will be building circuits. + +The one that comes in your kit is solderless, so named because + +you don’t have to solder anything together, sort of like LEGO in + +electronic form. The horizontal and vertical rows of the bread- + +board, as shown in Fig. 3, carry electrictricity through thin metal + +connectors under the plastic with holes. + +The 5 holes in each horizontal row are +connected electrically through metal +strips inside the breadboard. + +The middle row breaks the +connection between the two +sides of the board. + +The vertical strips that run the length +of the breadboard are electrically +connected. The strips are usually used +for power and ground connections. + ++ - + ++ - + +The top of a breadboard and the connections + +POWER BUS + +POWER BUS + +underneath. + +Fig. 3 + +Conductive metal strips. + +PROTOTYPING AREA + +The conductive plates inside a breadboard. + +Fig. 4 + + 24 + +Project 01 +Get to Know Your Tools + +CIRCUIT +DRAWINGS + +Throughout these projects, you’ll see two views of circuits: one in + +breadboard view (like in Fig. 5), that looks like the stuff in your kit. + +The other is a schematic view (like in Fig. 6), which is a more abstract + +way of showing the relationships between components in a circuit. + +Schematics don’t always show where components are placed rela- + +tive to each other, but they show how they are connected. + ++ - + ++ - + +Circuit illustration. + +Fig. 5 + ++ - + ++ - + +Schematic view +Fig. 6 + + 25 + +YOUR FIRST +COMPONENTS + +An LED, or light-emitting diode, is a component that converts electrical energy +into light energy. LEDs are polarized components, which means they only allow + +electricity to flow through them in one direction. The longer leg on the LED is + +called an anode, it will connect to power. The shorter leg is a cathode and will con- + +nect to ground. When voltage is applied to the anode of the LED, and the cathode + +is connected to ground, the LED emits light. + +E +D +O +H +T +A +C + +- + +E +D +O +N +A + ++ + +A resistor is a component that resists the flow of electrical energy (see the com- +ponents list for an explanation on the colored stripes on the side). It converts + +some of the electrical energy into heat. If you put a resistor in series with a com- + +ponent like an LED, the resistor will use up some of the electrical energy and the + +LED will receive less energy as a result. This allows you to supply components + +with the amount of energy they need. You use a resistor in series with the LED to + +keep it from receiving too much voltage. Without the resistor, the LED would be + +brighter for a few moments, but quickly burn out. + +A switch interrupts the flow of electricity, breaking the circuit when open. When a +switch is closed, it will complete a circuit. There are many types of switches. The + +ones in your kit are called momentary switches, or pushbuttons, because they are + +only closed when pressure is applied. + +SWITCH CONNECTIONS + +SWITCH SCHEMATIC VIEW + +These two pins of a switch are connected +to each other + +These two are not. +They form the switch + +A - Toggle switch symbol + +The switch + +Fig. 7 + +B - Pushbutton symbol + + 26 + +Project 01 +Get to Know Your Tools + +BUILD THE +CIRCUIT + ++ - + ++ - + +Fig. 8 + ++ - + ++ - + +Your first interactive circuit, using a +switch, a resistor and an LED. +Arduino is just the power source for +this circuit; in later projects, you'll +connect its input and output pins to +control more complex circuits. + +Fig. 9 + + 27 + +❶ + +❷ + +❸ + +❹ + +You’re going to use the Arduino in this project, but only as a + +source of power. When plugged into a USB port or a 9-volt bat- + +tery, the Arduino will provide 5 volts between its 5V pin and its + +ground pin that you can use. 5V = 5 volts, you’ll see it written + +this way a lot. + +If your Arduino is connected to a battery or computer via USB, + +unplug it before building the circuit! + +Connect a red wire to the 5V pin on the Arduino, and put the + +other end in one of the long bus lines in your breadboard. Con- + +nect ground on the Arduino to the adjacent bus line with a black + +wire. It’s helpful to keep your wire color consistent (red for pow- + +er, black for ground) throughout your circuit. + +Now that you have power on your board, place your switch + +across the center of the board. The switch will sit across the + +center in one direction. The bend in the legs of the switch point + +to the center of the board. + +Use a 220-ohm resistor to connect power to one side of the + +switch. The illustrations in this book use 4 bands. Your kit may + +have a mix of 4 and 5 band resistors. Use the illustration on the + +side to check for the right one for this project. Look at page 41 for + +a detailed explanation of the color codes for resistors. + +On the other side of the switch, connect the anode (long leg) + +of the LED. With a wire connect the cathode (short leg) of the + +LED to ground. When you’re ready, plug the USB cable into the + +Arduino. + +USE IT + +Once everything is set to go, press the button. You should see + +the LED light up. Congratulations, you just made a circuit! Once + +you’ve tired of pressing the button to turn the light on, it’s time + +to shake things up by adding a second button. + +You’ll be placing components on the breadboard in series and in + +parallel. Components in series come one after another. + +Components in parallel run side by side. + + 28 + +Project 01 +Get to Know Your Tools + +Series circuit +COMPONENTS IN SERIES COME ONE AFTER ANOTHER + +Once you’ve removed your power source add a switch next + +to the one already on your breadboard. Wire them together in + +series as shown in Fig. 10. Connect the anode (long leg) up the + +LED to the second switch. Connect the LED cathode to ground. + +Power up the Arduino again: now to turn on the LED, you need + +to press both switches. Since these are in series, they both need + +to be closed for the circuit to be completed. + ++ - + ++ - + +These two elements +are in series + +ALWAYS REMOVE +POWER BEFORE +CHANGING ANYTHING +IN YOUR CIRCUIT + +The two switches are in series. This means that the same electrical + +current flows through both of them, so that they both have to be + +pressed for the LED to light up. + +Fig. 10 + ++ - + ++ - + +Fig. 11 + + Series circuit + +COMPONENTS IN SERIES COME ONE AFTER ANOTHER + +29 + +Parallel circuit +COMPONENTS IN PARALLEL RUN SIDE BY SIDE + +Now that you’ve mastered the art of things in series, it’s time + +to wire up switches in parallel. Keep the switches and LED + +where they are, but remove the connection between the two + +switches. Wire both switches to the resistor. Attach the other + +end of both switches to the LED, as shown in Fig. 12. Now when + +you press either button, the circuit is completed and the light + +turns on. + ++ - + ++ - + +These two elements +are in parallel + +These two switches are in parallel. This means that the electrical + +current is split between them. If either switch is pressed, the LED + +will light up. + +Fig. 12 + ++ - + ++ - + +Fig. 13 + + 30 + +Project 01 +Get to Know Your Tools + +UNDERSTANDING +OHM’S LAW + +V + +I + +R + +V = I * R + +I = V / R + +R = V / I + +V + +I + +R + +V + +I + +R + +V + +I + +R + +You can use this circle to + +Current, voltage, and resistance are all related. When you +change one of these in a circuit, it affects the others. The rela- + +remember the relationships + +tionship between them is known as Ohm's Law, named for Georg + +between voltage, current, and + +resistance. Put your finger over + +any of the three, and you see + +Simon Ohm, who discovered it. +VOLTAGE (V) = CURRENT (I) * RESISTANCE (R) +When measuring amperage in the circuits you’ll be building, values + +how it relates to the other two. + +will be in the milliamp range. That’s thousandths of one amp. + +In the circuit shown in Fig. 5, you’re supplying 5 volts. The resistor offers 220 ohms + +resistance. To find the amperage used by the LED, replace the values in the equa- + +tion. You should have 5=I*220. Dividing both sides of the equation by 220, you’ll + +find that I = .023. That’s 23 thousandths of an amp, or 23 milliamps (23 mA) used + +by the LED. That value is just about the maximum you can safely use with these + +LEDs, which is why you used a 220-ohm resistor. + +You can expand this project in a number of ways, either by creating your own + +switch (two pieces of foil with wire work well), or creating a combination of + +switches and LEDs in parallel and series. What happens when you put three or + +four LEDs in series? What happens when they are in parallel? Why does it behave + +the way it does? + +A multimeter is a tool that can verify the amount of resistance, current, and volt- +age in your circuit. While it’s not necessary to use one for these projects, it can be + +a useful part of any engineer’s toolbox. There’s a good description of how to use +one online at arduino.cc/multimeter + + You’ve learned about the electrical properties of voltage, +current, and resistance while building a circuit on a +breadboard. With some components like LEDs, resistors and +switches, you created the simplest interactive system: a user +presses the button, the lights turn on. These fundamentals +of working with electronics will be referenced and expanded +upon in the upcoming projects. + +Fig. 14 - A multimeter + + 02 + +R +O +T +S +I +S +E +R + +M +H +O + +0 +2 +2 + +R +O +T +S +I +S +E +R + +M +H +O +L +I +K + +0 +1 + +H +C +T +I +W +S + +D +E +L + +INGREDIENTS + + + + + + + + 33 + +SPACESHIP +INTERFACE + +YOUR ARDUINO IS GOING TO STAR IN A SCIENCE +FICTION MOVIE + +Discover: digital input and output, your first program, variables + +Time: 45 MINUTES +Level: + +Builds on project: 1 + +Now that you’ve got the basics of electricity under control, it’s time to move onto + +controlling things with your Arduino. In this project, you’ll be building something + +that could have been a spaceship interface in a 1970s science fiction movie. You’ll + +make a cool control panel with a switch and lights that turn on when you press the + +switch. You can decide whether the lights mean “Engage Hyperdrive” or “Fire the + +lasers!”. A green LED will be on, until you press a button. When the Arduino gets + +a signal from the button, the green light will turn off and 2 other lights will start + +blinking. + +The Arduino’s digital pins can read only two states: when there is voltage on an + +input pin, and when there’s not. This kind of input is normally called digital (or + +sometimes binary, for two-states). These states are commonly referred to as +HIGH and LOW. HIGH is the same as saying “there’s voltage here!” and LOW means +“there’s no voltage on this pin!”. When you turn an OUTPUT pin HIGH using a +command called digitalWrite(), you’re turning it on. Measure the voltage +between the pin and ground, you’ll get 5 volts. When you turn an OUTPUT pin +LOW, you’re turning it off. +The Arduino’s digital pins can act as both inputs and outputs. In your code, you’ll + +configure them depending on what you want their function to be. When the pins + +are outputs, you can turn on components like LEDs. If you configure the pins as + +inputs, you can check if a switch is being pressed or not. Since pins 0 and 1 are used + +for communicating with the computer, it’s best to start with pin 2. + + 34 + +Project 02 +Spaceship Interface + +BUILD THE +CIRCUIT + ++ - + ++ - + +Fig. 1 + ++ - + ++ - + +Fig. 2 + + 35 + +❶ + +❷ + +Wire up your breadboard to the Arduino’s 5V and ground + +connections, just like the previous project. Place the two red + +LEDs and one green LED on the breadboard. Attach the cathode + +(short leg) of each LED to ground through a 220-ohm resistor. + +Connect the anode (long leg) of the green LED to pin 3. Connect + +the red LEDs’ anodes to pins 4 and 5, respectively. + +Place the switch on the breadboard just as you did in the previous + +project. Attach one side to power, and the other side to digital + +pin 2 on the Arduino. You’ll also need to add a 10k-ohm resistor + +from ground to the switch pin that connects to the Arduino. + +That pull-down resistor connects the pin to ground when the +switch is open, so it reads LOW when there is no voltage coming +in through the switch. + +You can cover the breadboard the template provided in the kit. Or you can deco- + +rate it to make your own launch system. The lights turning on and off mean noth- + +ing by themselves, but when you put them in a control panel and give them labels, + +they gain meaning. What do you want the green LED to mean? What do the flash- + +ing red LEDs mean? You decide! + +❶ + +❷ + + Fold the pre-cut paper as shown. + +Place the folded paper over the breadboard. The three LEDs + +and pushbutton will help keep it in place. + + 36 + +Project 02 +Spaceship Interface + +THE CODE + +Some notes before you start + +Every Arduino program has two main functions. Functions are + +parts of a computer program that run specific commands. Func- + +tions have unique names, and are “called” when needed. The +necessary functions in an Arduino program are called setup() +and loop(). These functions need to be declared, which means +that you need to tell the Arduino what these functions will do. +setup() and loop() are declared as you see on the right. +In this program, you’re going to create a variable before you get + +into the main part of the program. Variables are names you give + +to places in the Arduino’s memory so you can keep track of what + +is happening. These values can change depending on your pro- + +gram’s instructions. + +Variable names should be descriptive of whatever value they are +storing. For example, a variable named switchState tells you +what it stores: the state of a switch. On the other hand, a vari- +able named “x” doesn’t tell you much about what it stores. + +To create a variable, you need to declare what type it is. The +data type int will hold a whole number (also called an integer); +that’s any number without a decimal point. When you declare a + +variable, you usually give it an initial value as well. The declaration + +of the variable as every statement must end with a semicolon (;). + +The setup() runs once, when the Arduino is first powered on. +This is where you configure the digital pins to be either inputs +or outputs using a function named pinMode(). The pins +connected to LEDs will be OUTPUTs and the switch pin will be +an INPUT. + +The loop() runs continuously after the setup() has +completed. The loop() is where you’ll check for voltage on the +inputs, and turn outputs on and off. To check the voltage level +on a digital input, you use the function digitalRead() that +checks the chosen pin for voltage. To know what pin to check, +digitalRead() expects an argument. +Arguments are + +information that you pass to functions, + +telling them how they should do their job. For example, +digitalRead() needs one argument: what pin to check. In +your program, digitalRead() is going to check the state of + +Let’s start coding + +Configure pin functionality + +Create the loop function + + + 37 + +{ Curly brackets } +Any code you write inside the curly +brackets will be executed when the +function is called. + +Case sensitivity +Pay attention to the case +sensitivity in your code. +For example, pinMode is the name of +a command, but pinmode will produce +an error. + +Comments +If you ever want to include natural +language in your program, you can leave +a comment. +Comments are notes you leave for yourself +that the computer ignores. To write a +comment, add two slashes // +The computer will ignore anything on the +line after those slashes. + +void setup(){ + +} + +void loop(){ + +} + +1 + +int switchState = 0; + +2 + +3 + +4 + +5 + +6 + +7 + +8 + +9 + +void setup(){ + + pinMode(3,OUTPUT); + + pinMode(4,OUTPUT); + + pinMode(5,OUTPUT); + + pinMode(2,INPUT); + +} + +void loop(){ + + switchState = digitalRead(2); + +10 + + // this is a comment + + + + + + 38 + +Project 02 +Spaceship Interface + +The if statement + +Build up your spaceship + +pin 2 and store the value in the switchState variable. +If there’s voltage on the pin when digitalRead() is called, the +switchState variable will get the value HIGH (or 1). If there is +no voltage on the pin, switchState will get the value LOW (or 0). + +Above, you used the word if to check the state of something +(namely, the switch position). An if() statement +programming compares two things, and determines whether + +in + +the comparison is true or false. Then it performs actions you tell + +it to do. When comparing two things in programming, you use +two equal signs ==. If you use only one sign, you will be setting a +value instead of comparing it. + +digitalWrite() is the command that allows you to send 5V +or 0V to an output pin. digitalWrite() takes two arguments: +what pin to control, and what value to set that pin, HIGH or LOW. +If you want to turn the red LEDs on and the green LED off inside +your if() statement, your code would look like this . + +If you run your program now, + +the lights will change when you + +press the switch. That’s pretty + +neat, but you can add a little more + +complexity to the program for a + +more interesting output. + +You’ve told the Arduino what to do when the switch is open. +Now define what happens when the switch is closed. The if() +statement has an optional else component that allows for +something to happen if the original condition is not met. In this +case, since you checked to see if the switch was LOW, write code +for the HIGH condition after the else statement. + +To get the red LEDs to blink when the button is pressed, you’ll +need to turn the lights off and on in the else statement you just +wrote. To do this, change the code to look like this. + +Now your program will flash the + +After setting the LEDs to a certain state, you’ll want the Arduino + +red LEDs when the switch button + +to pause for a moment before changing them back. If you don’t + +is pressed. + +wait, the lights will go back and forth so fast that it will appear + +as if they are just a little dim, not on and off. This is because +the Arduino goes through its loop() thousands of times each +second, and the LED will be turned on and off quicker than we +can perceive. The delay() function lets you stop the Arduino +from executing anything for a period of time. delay() takes an +argument that determines the number of milliseconds before it + +executes the next set of code. There are 1000 milliseconds in one +second. delay(250) will pause for a quarter second. + + 39 + +It can be helpful to write out the flow of +your program in pseudocode: a way of +describing what you want the program +to do in plain language, but structured +in a way that makes it easy to write a +real program from it. In this case you’re +going to determine if switchState +is HIGH (meaning the button is pressed) +or not. If the switch is pressed, you’ll turn +the green LED off and the red ones on. In +pseudocode, the statement could look +like this: + +if the switchState is LOW: + turn the green LED on + turn the red LEDs off + +if the switchState is HIGH: + turn the green LED off + turn the red LEDs on + +11 + +12 + + if (switchState == LOW) { + + // the button is not pressed + +13 + +14 + +15 + +16 + +17 + +18 + +19 + +20 + +21 + +22 + +23 + +24 + +25 + +26 + +27 + + digitalWrite(3, HIGH); // green LED + + digitalWrite(4, LOW); // red LED + + digitalWrite(5, LOW); // red LED + + } + + else { // the button is pressed + + digitalWrite(3, LOW); + + digitalWrite(4, LOW); + + digitalWrite(5, HIGH); + + delay(250); // wait for a quarter second + + // toggle the LEDs + + digitalWrite(4, HIGH); + + digitalWrite(5, LOW); + + delay(250); // wait for a quarter second + + } + +} // go back to the beginning of the loop + + + + 40 + +Project 02 +Spaceship Interface + +USE IT + +Once your Arduino is programmed, you should see the green + +light turn on. When you press the switch, the red lights will start + +flashing, and the green light will turn off. Try changing the time of +the two delay() functions; notice what happens to the lights +and how the response of the system changes depending on the +speed of the flashing. When you call a delay() in your program, +it stops all other functionality. No sensor readings will happen until + +that time period has passed. While delays are often useful, when + +designing your own projects make sure they are not unnecessarily + +interfering with your interface. + +How would you get the red LEDs to be blinking when your program starts? + +How could you make a larger, or more complex interface for your interstellar ad- + +ventures with LEDs and switches? + +When you start creating an interface for your project, think about what people’s + +expectations are while using it. When they press a button, will they want immedi- + +ate feedback? Should there be a delay between their action and what the Arduino + +does? Try and place yourself in the shoes of a different user while you design, and + +see if your expectations match up to the reality of your project. + +In this project, you created your first Arduino program +to control the behavior of some LEDs based on a switch. +You’ve used variables, an if()...else statement, and functions +to read the state of an input and control outputs. + + 41 + +HOW TO READ +RESISTOR +COLOR CODES + +Resistor values are marked using colored bands, according to a code developed in the 1920s, + +when it was too difficult to write numbers on such tiny objects. + +Each color corresponds to a number, like you see in the table below. Each resistor has either + +4 or 5 bands. In the 4-band type, the first two bands indicate the first two digits of the value + +while the third one indicates the number of zeroes that follow (technically it reprents the + +power of ten). The last band specifies the tolerance: in the example below, gold indicates + +that the resistor value can be 10k ohm plus or minus 5%. + +4 BAND + +1 + +0 + +x + +103 + +± + +5 + += 10,000Ω = 10kΩ ±5% + +1 st DIGIT + +2 nd DIGIT + +3 rd DIGIT + +MULTIPLIER + +TOLERANCE + +0 + +1 + +2 + +3 + +4 + +5 + +6 + +7 + +8 + +9 + +0 + +1 + +2 + +3 + +4 + +5 + +6 + +7 + +8 + +9 + +0 + +1 + +2 + +3 + +4 + +5 + +6 + +7 + +8 + +9 + +0 + +1 + +2 + +3 + +4 + +5 + +6 + +±1% + +±2% + +±5% GOLD + +±10% SILVER + +5 BAND + +1 + +0 + +0 + +x + +102 + +± + +5 + += 10,000Ω = 10kΩ ±5% + +RESISTORS INCLUDED + +IN THE STARTER KIT + +You’ll find either a 4 band or + +a 5 band version. + +220Ω + +560Ω + +4.7kΩ + +1kΩ + +10kΩ + +1MΩ + +10MΩ + +5 BAND + +4 BAND + +5 BAND + +4 BAND + + 03 + +R +O +T +S +I +S +E +R + +M +H +O + +0 +2 +2 + +R +O +S +N +E +S + +E +R +U +T +A +R +E +P +M +E +T + +D +E +L + +INGREDIENTS + + + + + + + 43 + +LOVE-O-METER + +TURN THE ARDUINO INTO A LOVE MACHINE. USING AN +ANALOG INPUT, YOU’RE GOING TO REGISTER JUST HOW +HOT YOU REALLY ARE! + +Discover: analog Input, using the serial monitor + +Time: 45 MINUTES +Level: + +Builds on projects: 1, 2 + +While switches and buttons are great, there’s a lot more to the physical world than + +on and off. Even though the Arduino is a digital tool, it’s possible for it to get infor- + +mation from analog sensors to measure things like temperature or light. To do this, + +you’ll take advantage of the Arduino’s built-in Analog-to-Digital Converter (ADC). + +Analog in pins A0-A5 can report back a value between 0-1023, which maps to a + +range from 0 volts to 5 volts. + +You’ll be using a temperature sensor to measure how warm your skin is. This com- +ponent outputs a changing voltage depending on the temperature it senses. It + +has three pins: one that connects to ground, another that connects to power, + +and a third that outputs a variable voltage to your Arduino. In the sketch for this + +project, you’ll read the sensor’s output and use it to turn LEDs on and off, indicat- + +ing how warm you are. There are several different models of temperature sensor. + +This model, the TMP36, is convenient because it outputs a voltage that changes + +directly proportional to the temperature in degrees Celsius. + +The Arduino IDE comes with a tool called the serial monitor that enables you to +report back results from the microcontroller. Using the serial monitor, you can get + +information about the status of sensors, and get an idea about what is happening + +in your circuit and code as it runs. + +Serial monitor + +Fig. 1 + + 44 + +Project 03 +Love-o-Meter + +BUILD THE +CIRCUIT + ++ - + ++ - + +Fig. 2 + ++ - + ++ - + +Fig. 3 + +In this project, you need to check the ambient temperature of the room before + +proceeding. You’re checking things manually right now, but this can also be accom- + +plished through calibration. It’s possible to use a button to set the baseline tempera- +ture, or to have the Arduino take a sample before starting the loop() and use that +as the reference point. Project 6 gets into details about this, or you can look at the + +Calibration example that comes bundled with the Arduino software: + +arduino.cc/calibration + + 45 + +❶ + +❷ + +❸ + +Just as you’ve been doing in the earlier projects, wire up your + +breadboard so you have power and ground. + +Attach the cathode (short leg) of each of the LEDs you’re using to + +ground through a 220-ohm resistor. Connect the anodes of the + +LEDs to pins 2 through 4. These will be the indicators for the project. + +Place the TMP36 on the breadboard with the rounded part fac- + +ing away from the Arduino (the order of the pins is important!) + +as shown in Fig. 2. Connect the left pin of the flat facing side to + +power, and the right pin to ground. Connect the center pin to pin + +A0 on your Arduino. This is analog input pin 0. + +Create an interface for your sensor for people interact with. A paper cutout in the + +shape of a hand is a good indicator. If you’re feeling lucky, create a set of lips for + +someone to kiss, see how well that lights things up! You might also want to label + +the LEDs to give them some meaning. Maybe one LED means you’re a cold fish, + +two LEDs means you’re warm and friendly, and three LEDs means you’re too hot + +to handle! + +❶ + +❷ + +Cut out a piece of paper that will fit over the breadboard. + +Place the cutout over the breadboard so that the lips cover + +Draw a set of lips where the sensor will be, and cut some + +the sensor and the LEDs fit into the holes. Press the lips to + +circles for the LEDs to pass through. + +see how hot you are! + + 46 + +Project 03 +Love-o-Meter + +THE CODE + +A pair of useful constants + +Constants are similar to variables in that they allow you to + +uniquely name things in the program, but unlike variables they + +cannot change. Name the analog input for easy reference, and + +create another named constant to hold the baseline temperature. + +For every 2 degrees above this baseline, an LED will turn on. + +You’ve already seen the int datatype, used here to identify which + +pin the sensor is on. The temperature is being stored as a float, or + +floating-point number. This type of number has a decimal point, + +and is used for numbers that can be expressed as fractions. + +In the setup you’re going to use a new command, Serial. +begin(). This opens up a connection between the Arduino and +the computer, so you can see the values from the analog input + +on your computer screen. +The argument 9600 is the speed at which the Arduino will +communicate, 9600 bits per second. You will use the Arduino + +IDE’s serial monitor to view the information you choose to + +send from your microcontroller. When you open the IDE’s serial + +monitor verify that the baud rate is 9600. + +Next up is a for() loop to set some pins as outputs. These are +the pins that you attached LEDs to earlier. Instead of giving them +unique names and typing out the pinMode() function for each +one, you can use a for() loop to go through them all quickly. +This is a handy trick if you have a large number of similar things +you wish to iterate through in a program. Tell the for() loop to +run through pins 2 to 4 sequentially. + +In the loop(), you’ll use a local variable named sensorVal +to store the reading from your sensor. To get the value from +the sensor, you call analogRead() that takes one argument: +what pin it should take a voltage reading on. The value, which is + +between 0 and 1023, is a representation of the voltage on the pin. + +The function Serial.print() sends information from the +Arduino to a connected computer. You can see this information +in your serial monitor. If you give Serial.print() an +argument in quotation marks, it will print out the text you typed. + +If you give it a variable as an argument, it will print out the value + +of that variable. + +Initialize the serial port to + +the desired speed + +Initialize the digital pin + +directions and turn off + +Read the temperature sensor + +Send the temperature sensor + +values to the computer + + 47 + +1 + +2 + +3 + +4 + +5 + +6 + +7 + +8 + +const int sensorPin = A0; + +const float baselineTemp = 20.0; + +void setup(){ + + Serial.begin(9600); // open a serial port + + for(int pinNumber = 2; pinNumber<5; pinNumber++){ + +for() loop tutorial + + pinMode(pinNumber,OUTPUT); + + digitalWrite(pinNumber, LOW); + + } + +arduino.cc/for + +9 + +} + +10 + +void loop(){ + +11 + + int sensorVal = analogRead(sensorPin); + +12 + + Serial.print(“Sensor Value: “); + +13 + + Serial.print(sensorVal); + + + 48 + +Project 03 +Love-o-Meter + +Convert sensor reading to + +With a little math, it’s possible to figure out what the real voltage + +voltage + +on the pin is. The voltage will be a value between 0 and 5 volts, + +and it will have a fractional part (for example, it might be 2.5 +volts), so you’ll need to store it inside a float. Create a variable +named voltage to hold this number. Divide sensorVal by +1024.0 and multiply by 5.0. The new number represents the + +voltage on the pin. + +Just like with the sensor value, you’ll print this out to the serial + +monitor. + +Convert the voltage to + +If you examine the sensor’s datasheet, there is information about + +temperature and send the + +the range of the output voltage. Datasheets are like manuals + +value to the computer + +for electronic components. They are written by engineers, for + +other engineers. The datasheet for this sensor explains that + +every 10 millivolts of change from the sensor is equivalent to + +a temperature change of 1 degree Celsius. It also indicates that + +the sensor can read temperatures below 0 degrees. Because of + +this, you’ll need to create an offset for values below freezing (0 + +degrees). If you take the voltage, subtract 0.5, and multiply by + +100, you get the accurate temperature in degrees Celsius. Store + +this new number in a floating point variable called temperature. + +Now that you have the real temperature, print that out to the + +serial monitor too. Since the temperature variable is the last + +thing you’re going to be printing out in this loop, you’re going +to use a slightly different command: Serial.println(). This +command will create a new line in the serial monitor after it + +sends the value. This helps make things easier to read in when + +they are being printed out. + +Turn off LEDs for a low + +temperature + +With the real temperature, you can set up an if()...else +statement to light the LEDs. Using the baseline temperature as + +a starting point, you’ll turn on one LED on for every 2 degrees + +of temperature increase above that baseline. You’re going + +to be looking for a range of values as you move through the + +temperature scale. + + 49 + + // convert the ADC reading to voltage + + float voltage = (sensorVal/1024.0) * 5.0; + + Serial.print(“, Volts: “); + + Serial.print(voltage); + + Serial.print(“, degrees C: “); + +Starter Kit datasheets + + // convert the voltage to temperature in degrees + +arduino.cc/kitdatasheets + + float temperature = (voltage - .5) * 100; + + Serial.println(temperature); + + if(temperature < baselineTemp){ + + digitalWrite(2, LOW); + + digitalWrite(3, LOW); + + digitalWrite(4, LOW); + +14 + +15 + +16 + +17 + +18 + +19 + +20 + +21 + +22 + +23 + +24 + +25 + + + + 50 + +Project 03 +Love-o-Meter + +Turn on one LED for a low + +temperature + +The && operator means “and”, in a logical sense. You can check +for multiple conditions: “if the temperature is 2 degrees greater + +than the baseline, and it is less than 4 degrees above the baseline.” + +Turn on two LEDs for a + +If the temperature is between two and four degrees above the + +medium temperature + +baseline, this block of code turns on the LED on pin 3 as well. + +Turn on three LEDs for a + +high temperature + +The Analog-to-Digital Converter can only read so fast, so you +should put a small delay at the very end of your loop(). If you +read from it too frequently, your values will appear erratic. + +USE IT + +With the code uploaded to the Arduino, click the serial monitor + +icon. You should see a stream of values coming out, formatted +like this : Sensor: 200, Volts: .70, degrees C: 17 + +Try putting your fingers around the sensor while it is plugged into + +the breadboard and see what happens to the values in the serial + +monitor. Make a note of what the temperature is when the sen- + +sor is left in the open air. + +Close the serial monitor and change the baselineTemp constant + +in your program to the value you observed the temperature to + +be. Upload your code again, and try holding the sensor in your + +fingers. As the temperature rises, you should see the LEDs turn + +on one by one. Congratulations, hot stuff! + + 51 + +26 + + }else if(temperature >= baselineTemp+2 && + + temperature < baselineTemp+4){ + +27 + + digitalWrite(2, HIGH); + +28 + + digitalWrite(3, LOW); + +29 + + digitalWrite(4, LOW); + +30 + + }else if(temperature >= baselineTemp+4 && + + temperature < baselineTemp+6){ + +31 + + digitalWrite(2, HIGH); + +32 + + digitalWrite(3, HIGH); + +33 + + digitalWrite(4, LOW); + +34 + + }else if(temperature >= baselineTemp+6){ + +35 + + digitalWrite(2, HIGH); + +36 + + digitalWrite(3, HIGH); + +37 + + digitalWrite(4, HIGH); + +38 + + } + +39 + + delay(1); + +40 + +} + +Create an interface for two people to test their compatibility with each other. You + +get to decide what compatibility means, and how you’ll sense it. Perhaps they have + +to hold hands and generate heat? Maybe they have to hug? What do you think? + +Expanding the types of inputs you can read, you’ve used +analogRead() and the serial monitor to track changes inside +your Arduino. Now it’s possible to read a large number of +analog sensors and inputs. + + 04 + +R +O +T +S +I +S +E +R + +M +H +O + +0 +2 +2 + +R +O +T +S +I +S +E +R + +M +H +O +L +I +K + +0 +1 + +R +O +T +S +I +S +E +R +O +T +O +H +P + +L +E +G + +D +E +L + +INGREDIENTS + + + + + + + + + + 53 + +COLOR MIXING +LAMP + +USING A TRI-COLOR LED AND THREE PHOTORESISTORS, +YOU’LL CREATE A LAMP THAT SMOOTHLY CHANGES COLORS +DEPENDING ON EXTERNAL LIGHTING CONDITIONS + +Discover: analog output, mapping values + +Time: 45 MINUTES +Level: + +Builds on projects: 1, 2, 3 + +Blinking LEDs can be fun, but what about fading them, or mixing colors? + +You might expect that it’s just a matter of providing less voltage to an LED to get + +it to fade. + +The Arduino can’t vary the output voltage on its pins, it can only output 5V. Hence +you’ll need to use a technique called Pulse Width Modulation (PWM) to fade LEDs. +PWM rapidly turns the output pin high and low over a fixed period of time. The + +change happens faster than the human eye can see. It’s similar to the way movies + +work, quickly flashing a number of still images to create the illusion of motion. + +When you’re rapidly turning the pin HIGH and LOW, it’s as if +you were changing the voltage. The percentage of time a pin is +HIGH in a period is called duty cycle. When the pin is HIGH for +half of the period and LOW for the other half, the duty cycle is +50%. A lower duty cycle gives you a dimmer LED than a higher + +duty cycle. + +The Arduino Uno has six pins set aside for PWM (digital pins 3, +5, 6, 9, 10, and 11), they can be identified by the ~ next to their +number on the board. + +For inputs in this project, you’ll be using photoresistors (sensors +that change their resistance depending on the amount of light + +that hits them, also known as photocells or light-dependent resis- + +tors). If you connect one end of the resistor to your Arduino, you + +can measure the change in resistance by checking the voltage on + +the pin. + + + 54 + +Project 04 +Color Mixing Lamp + +BUILD THE +CIRCUIT + ++ - + ++ - + +Fig. 1 + ++ - + ++ - + +Fig. 2 + +Fig. 3 + + 55 + +❶ + +❷ + +❸ + +❹ + + R +- + +G + +B + +Wire up your breadboard so you have power and ground on both + +sides, just like the earlier projects. + +Place the three photoresistors on the breadboard so they cross + +the center divide from one side to the other, as shown in Fig. 1. + +Attach one end of each photoresistor to power. On the other + +side, attach a 10-kilohm resistor to ground. This resistor is in se- + +ries with the photoresistor, and together they form a voltage di- + +vider. The voltage at the point where they meet is proportional + +to the ratio of their resistances, according to Ohm’s Law (see + +Project 1 for more on Ohm’s Law). As the resistance of the pho- + +toresistor changes when light hits it, the voltage at this junction + +changes as well. On the same side as the resistor, connect the + +photoresistors to Analog In pins 0, 1, and 2 with hookup wire. + +Take the three colored gels and place one over each of the pho- + +toresistors. Place the red gel over the photoresistor connected + +to A0, the green over the one connected to A1, and the blue over + +the one connected to A2. Each of these filters lets only light of a + +specific wavelength through to the sensor it’s covering. The red + +filter passes only red light, the green filter passes only green light, + +and the blue filter passes only blue light. This allows you to de- + +tect the relative color levels in the light that hits your sensors. + +The LED with 4 legs is a common cathode RGB LED. The LED has + +separate red, green, and blue elements inside, and one common + +ground (the cathode). By creating a voltage difference between + +the cathode and the voltage coming out of the Arduino’s PWM + +pins (which are connected to the anodes through 220-ohm re- + +sistors), you’ll cause the LED to fade between its three colors. + +Make note of what the longest pin is on the LED, place it in your + +breadboard, and connect that pin to ground. Connect the other + +three pins to digital pins 9, 10 and 11 in series with 220-ohm + +resistors. Be sure to connect each LED lead to the correct PWM + +pin, according to the figure on the left. + + 56 + +Project 04 +Color Mixing Lamp + +THE CODE + +Useful constants + +Set up constants for the pins you’re using for input and output, + +so you can keep track of which sensor pairs with which color on + +the LED. Use const int for the datatype. + +Variables to store the sensor + +readings as well as the light + +level of each LED + +Add variables for the incoming sensor values and for the output +values you’ll be using to fade the LED. You can use the int +datatype for all the variables. + +Setting the direction of the + +digital pins and setting up + +In the setup(), begin serial communication at 9600 bps. Just +like in the previous example, you will use this to see the values of + +the serial port + +the sensors in the serial monitor. Additionally, you will be able to + +see the mapped values you’ll use to fade the LED. Also, define the +LED pins as outputs with pinMode(). + +Reading the value of each + +light sensor + +In the loop() read the sensor values on A0, A1, and A2 with +analogRead() and store the value in the appropriate variables. +Put a small delay() between each analogRead() as the ADC +takes a millisecond to do its work. + +Report the sensor readings + +to the computer + +Print out the sensor values on one line. +The “\t” is the equivalent of pressing the “tab” key on the +keyboard. + + 57 + +1 + +2 + +3 + +4 + +5 + +6 + +7 + +8 + +9 + +const int greenLEDPin = 9; + +const int redLEDPin = 11; + +const int blueLEDPin = 10; + +const int redSensorPin = A0; + +const int greenSensorPin = A1; + +const int blueSensorPin = A2; + +int redValue = 0; + +int greenValue = 0; + +int blueValue = 0; + +10 + +int redSensorValue = 0; + +11 + +int greenSensorValue = 0; + +12 + +int blueSensorValue = 0; + +13 + +void setup() { + +14 + + Serial.begin(9600); + +15 + + pinMode(greenLEDPin,OUTPUT); + +16 + + pinMode(redLEDPin,OUTPUT); + +17 + + pinMode(blueLEDPin,OUTPUT); + +18 + +} + +19 + +void loop() { + +20 + + redSensorValue = analogRead(redSensorPin); + +21 + + delay(5); + +22 + + greenSensorValue = analogRead(greenSensorPin); + +23 + + delay(5); + +24 + + blueSensorValue = analogRead(blueSensorPin); + +25 + + Serial.print(“Raw Sensor Values \t Red: “); + +26 + + Serial.print(redSensorValue); + +27 + + Serial.print(“\t Green: “); + +28 + + Serial.print(greenSensorValue); + +29 + + Serial.print(“\t Blue: “); + +30 + + Serial.println(blueSensorValue); + + + 58 + +Project 04 +Color Mixing Lamp + +Converting the sensor + +readings + +The function to change the LED’s brightness via PWM is called +analogWrite(). It needs two arguments: the pin to write to, +and a value between 0-255. This second number represents the + +duty cycle the Arduino will output on the specified pin. A value of +255 will set the pin HIGH all the time, making the attached LED +as bright as it can be. A value of 127 will set the pin HIGH half +the time of the period, making the LED dimmer. 0 would set the +pin LOW all the time, turning the LED off. To convert the sensor +reading from a value between 0-1023 to a value between 0-255 +for analogWrite(), divide the sensor reading by 4. + +Report the calculated LED + +Print out the new mapped values on their own line. + +light levels + +Set the LED light levels + +USE IT + +Once you have your Arduino programmed and wired up, open + +the serial monitor. The LED will probably be an off-white + +color, depending on the predominant color of the light in your + +room. Look at the values coming from the sensors in the serial + +monitor, if you’re in an environment with stable lighting, the + +number should probably be fairly consistent. + +Turn off the light in the room you’re in and see what happens + +to the values of the sensors. With a flashlight, illuminate each + +of the sensors individually and notice how the values change + +in the serial monitor, and notice how the LED’s color changes. + +When the photoresistors are covered with a gel, they only re- + +act to light of a certain wavelength. This will give you the op- + +portunity to change each of the colors independently. + + 59 + +31 + + redValue = redSensorValue/4; + +32 + + greenValue = greenSensorValue/4; + +33 + + blueValue = blueSensorValue/4; + +34 + + Serial.print(“Mapped Sensor Values \t Red: “); + +35 + + Serial.print(redValue); + +36 + + Serial.print(“\t Green: “); + +37 + + Serial.print(greenValue); + +38 + + Serial.print(“\t Blue: “); + +39 + + Serial.println(blueValue); + +40 + + analogWrite(redLEDPin, redValue); + +41 + + analogWrite(greenLEDPin, greenValue); + +42 + + analogWrite(blueLEDPin, blueValue); + +43 + +} + +You may notice that the photoresistor’s output doesn’t range all the way from 0 + +to 1023. That’s okay for this project, but for a more detailed explanation of how to + +calibrate for the range you’re reading, see Project 6. + +You’ll probably notice that the LED’s fading is not linear. When the LED is about at + +half brightness, it appears to stop getting much brighter. This is because our eyes + +don’t perceive brightness linearly. The brightness of the light depends not only on +the level that you analogWrite() but also on the distance of the light from the +diffuser, the distance of your eye from the light, and the brightness of the light rela- + +tive to other light in the room. + +How could you use this to let you know if it’s a nice day outside while you’re working + +inside? What other sorts of sensors can you use to control the LED’s color? + + 60 + +Project 04 +Color Mixing Lamp + +The LED on its own is pretty neat, but it’s not much of a lamp. However, there are + +a number of different ways you can diffuse the light to make it resemble some- + +thing like a traditional incandescent. A ping pong ball with a hole cut out for the + +LED to slide into makes for a nice diffuser. Other ways include covering the light + +in translucent glue, or sanding the surface of the light. No matter what route you + +take, you’re going to lose at least a little brightness when it’s diffused, but it will + +probably look a lot nicer. + +No longer limited to just turning lights on and off, you +now have control over how bright or dim something will +be. analogWrite() is the function that allows you to PWM +components attached to pins 3, 5, 6, 9, 10, or 11, varying the +duty cycle. + +The ping pong ball cut in order to + +accommodate the LED + +Fig.4 + + 05 + +R +E +T +E +M +O +I +T +N +E +T +O +P + +R +O +T +O +M + +O +V +R +E +S + +M +R +A + +R +O +T +O +M + +R +O +T +I +C +A +P +A +C + +F +U +0 +0 +1 + +MALE HEADER PIN (3 pins) + +INGREDIENTS + + + + + + 63 + +MOOD CUE + +USE A SERVO MOTOR TO MAKE A MECHANICAL GAUGE TO +POINT OUT WHAT SORT OF MOOD YOU’RE IN THAT DAY + +Discover: mapping values, servo motors, using built-in libraries + +Time: 1 HOUR +Level: + +Builds on projects: 1, 2, 3, 4 + +Servo motors are a special type of motor that don’t spin around in a circle, but +move to a specific position and stay there until you tell them to move again. + +Servos usually only rotate 180 degrees (one half of a circle). Combining one of + +these motors with a little cardboard craft, you’ll be able to let people know if they + +should come and ask for your help on their next project or not. + +Similar to the way you used pulses to PWM an LED in the Color Mixing Lamp Project, + +servo motors expect a number of pulses that tell them what angle to move to. The + +pulses always come at the same time intervals, but the width varies between 1000 + +and 2000 microseconds. While it’s possible to write code to generate these pulses, + +the Arduino software comes with a library that allows you to easily control the motor. + +Because the servo only rotates 180 degrees, and your analog input goes from +0-1023, you’ll need to use a function called map() to change the scale of the +values coming from the potentiometer. + +One of the great things about the Arduino community are the talented people + +who extend its functionality through additional software. It’s possible for anyone + +to write libraries to extend the Arduino’s functionality. There are libraries for a wide + +variety of sensors and actuators and other devices that users have contributed to + +the community. A software library expands the functionality of a programming + +environment. The Arduino software comes with a number of libraries that are + +useful for working with hardware or data. One of the included libraries is designed + +to use with servo motors. In your code, you’ll import the library, and all of its + +functionality will be available to you. + + + - + ++ - + ++ - + ++ - + +64 + +Project 05 +Mood Cue + +BUILD THE +CIRCUIT + +Fig. 1 + +Fig. 2 + + 65 + +❶ + +❷ + +❸ + +❹ + +Attach 5V and ground to one side of your breadboard from the + +Arduino. + +Place a potentiometer on the breadboard, and connect one side + +to 5V, and the other to ground. A potentiometer is a type of volt- + +age divider. As you turn the knob, you change the ratio of the + +voltage between the middle pin and power. You can read this + +change on an analog input. Connect the middle pin to analog pin + +0. This will control the position of your servo motor. + +The servo has three wires coming out of it. One is power (red), + +one is ground (black), and the third (white) is the control line that + +will receive information from the Arduino. Plug three male head- + +ers into the female ends of the servo wires (see Fig. 3). Connect + +the headers to your breadboard so that each pin is in a different + +row. Connect 5V to the red wire, ground to the black wire, and + +the white wire to pin 9. + +When a servo motor starts to move, it draws more current than + +if it were already in motion. This will cause a dip in the voltage + +on your board. By placing a 100uf capacitor across power and + +ground right next to the male headers as shown in Fig. 1, you can + +smooth out any voltage changes that may occur. You can also + +place a capacitor across the power and ground going into your +potentiometer. These are called decoupling capacitors because +they reduce, or decouple, changes caused by the components + +from the rest of the circuit. Be very careful to make sure you are + +connecting the cathode to ground (that’s the side with a black + +stripe down the side) and the anode to power. If you put the + +capacitors in backwards, they can explode. + +Your servo motor comes with + +female connectors, so you’ll + +need to add header pins to + +connect it to the breadboard. + +Fig. 3 + + 66 + +Project 05 +Mood Cue + +THE CODE + +Import the library + +To use the servo library, you’ll first need to import it. This makes + +the additions from the library available to your sketch. + +Creating the Servo object + +To refer to the servo, you’re going to need to create a named +instance of the servo library in a variable. This is called an object. +When you do this, you’re making a unique name that will have all + +the functions and capabilities that the servo library offers. From +this point on in the program, every time you refer to myServo, +you’ll be talking to the servo object. + +Variable declaration + +Set up a named constant for the pin the potentiometer is + +attached to, and variables to hold the analog input value and + +angle you want the servo to move to. + +Associating the Servo object + +with the Arduino pin, + +initializing the serial port + +In the setup(), you’re going to need to tell the Arduino what +pin your servo is attached to. + +Include a serial connection so you can check the values from the + +potentiometer and see how they map to angles on the servo + +motor. + +Reading the potentiometer + +value + +In the loop(), read the analog input and print out the value to +the serial monitor. + +Mapping potentiometer + +value to the servo values + +Rotating the servo + +To create a usable value for the servo motor from your analog +input, it’s easiest to use the map() function. This handy function +scales numbers for you. In this case it will change values between +0-1023 to values between 0-179. It takes five arguments : the + +number to be scaled (here it’s potVal), the minimum value of the + +input (0), the maximum value of the input (1023), the minimum + +value of the output (0), and the maximum value of the output + +(179). Store this new value in the angle variable. + +Then, print out the mapped value to the serial monitor. + +Finally, it’s time to move the servo. The command servo. +write() moves the motor to the angle you specify. +At the end of the loop() put a delay so the servo has time to +move to its new position. + + 67 + +Note that #include instractions have not +semicolon at the end of the line. + +1 + +#include + +2 + +Servo myServo; + +3 + +4 + +5 + +6 + +7 + +8 + +9 + +int const potPin = A0; + +int potVal; + +int angle; + +void setup() { + + myServo.attach(9); + + Serial.begin(9600); + +} + +10 + +void loop() { + +11 + + potVal = analogRead(potPin); + +12 + + Serial.print(“potVal: “); + +13 + + Serial.print(potVal); + +14 + + angle = map(potVal, 0, 1023, 0, 179); + +15 + + Serial.print(“, angle: “); + +16 + + Serial.println(angle); + +17 + + myServo.write(angle); + +18 + + delay(15); + +19 + +} + + 68 + +Project 05 +Mood Cue + +USE IT + +Once your Arduino has been programmed and powered up, + +open the serial monitor. You should see a stream of values + +similar to this: + +potVal : 1023, angle : 179 + +potVal : 1023, angle : 179 + +When you turn the potentiometer, you should see the num- + +bers change. More importantly, you should see your servo + +motor move to a new position. Notice the relationship be- + +tween the value of potVal and angle in the serial monitor and + +the position of the servo. You should see consistent results as + +you turn the pot. + +One nice thing about using potentiometers as analog inputs + +is that they will give you a full range of values between 0 and + +1023. This makes them helpful in testing projects that use + +analog input. + +Servo motors are regular motors with a number of gears and some circuits inside. + +The mechanics inside provide feedback to the circuit, so it is always aware of its posi- + +tion. While it may seem like this is a limited range of motion, it’s possible to get it to + +make a wide variety of different kinds of movements with some additional mechanics. +There are a number of resources that describe mechanisms in detail like robives.com/ +mechs and the book Making Things Move by Dustyn Roberts. + +The potentiometer is not the only sensor you can use for controlling the servo. + +Using the same physical setup (an arrow pointing to a number of different indi- + +cators) and a different sensor, what sort of indicator can you make? How would + +this work with temperature (like in the Love-o-Meter)? Could you tell the time + +of day with a photoresistor? How does mapping values come into play with + +those types of sensors? + +Servo motors can easily be controlled by the Arduino +using a library, which is a collection of code that extends +a programming environment. Sometimes it is necessary +to repurpose values by mapping them from one scale to +another. + + 69 + +Now that you’re up and running with motion, it’s time to let people know if you’re + +available to help them on their projects, or if you want to be left alone to plan + +your next creation. + +With scissors, cut out a piece of cardboard in the shape of an arrow. Position your + +servo to 90 degrees (check the angle value in the serial monitor if you’re unsure). + +Tape the arrow so it’s oriented in the same direction as the motor’s body. Now you + +should be able to rotate the arrow 180 degrees when turning the potentiometer. + +Take a piece of paper that is larger than the servo with the arrow attached and + +draw a half circle on it. On one end of the circle, write “Stay Out”. On the other end, + +write “Come in”. Put “Knock please!” in the middle of the arc. Place the servo with + +the arrow on top of the paper. Congratulations, you’ve got a way to tell people just + +how busy you are with your projects! + +C O M E I N +C O M E I N + +S +S + +T +T + +A +A + +Y +Y + +O +O + +U +U + +T +T + +E +E +S +S +A +A +E +E +L +L +P +P + +K +K +C +C +O +O +N +N +K +K + +❶ + +❷ + +Attach a paper arrow to the servo arm. + +Design a paper base and place it under the servo. + + + + + + 06 + +R +O +T +S +I +S +E +R +O +T +O +H +P + +O +Z +E +I +P + +R +O +T +S +I +S +E +R + +M +H +O +L +I +K + +0 +1 + +INGREDIENTS + + + + 71 + +LIGHT +THEREMIN + +TIME TO MAKE SOME NOISE! USING A PHOTORESISTOR +AND A PIEZO ELEMENT, YOU’RE GOING TO MAKE A +LIGHT-BASED THEREMIN + +Discover: making sound with the tone() function, calibrating + +analog sensors +Time: 45 MINUTES +Level: + +Builds on projects: 1, 2, 3, 4 + +A theremin is an instrument that makes sounds based on the movements of +a musician’s hands around the instrument. You’ve probably heard one in scary + +movies. The theremin detects where a performer’s hands are in relation to two + +antennas by reading the capacitive change on the antennas. These antennas are + +connected to analog circuitry that create the sound. One antenna controls the + +frequency of the sound and the other controls volume. While the Arduino can’t + +exactly replicate the mysterious sounds from this instrument, it is possible to +emulate them using the tone() function. Fig. 1 shows the difference between +the pulses emitted by analogWrite() and tone(). This enables a transducer +like a speaker or piezo to move back and forth at different speeds. + +Notice how the signal is low most of the time, + +but the frequency is the same as PWM 200. + +PWM 50: analogWrite(50) + +Notice how the voltage is high most of the + +time, but the frequency is the same as PWM 50. + +PWM 200: analogWrite(200) + +PERIOD + +PERIOD + +The duty cycle is 50% (on half the time, off half + +the time), but the frequency changes. + +TONE 440: tone(9,440) + +PERIOD + +Same duty cycle as Tone 440; but twice the + +TONE 880: tone(9,880) + +PERIOD + +frequency. + +Fig. 1 + +10 MILLISECONDS + +5 + +0 + +5 + +0 + +5 + +0 + +5 + +0 + + 72 + +Project 06 +Light Theremin + +Instead of sensing capacitance with the Arduino, you’ll be using a photoresistor + +to detect the amount of light. By moving your hands over the sensor, you’ll + +change the amount of light that falls on the photoresistor’s face, as you did + +in Project 4. The change in the voltage on the analog pin will determine what + +frequency note to play. + +You’ll connect the photoresistors to the Arduino using a voltage divider circuit like + +you did in Project 4. You probably noticed in the earlier project that when you read +this circuit using analogRead(), your readings didn’t range all the way from 0 +to 1023. The fixed resistor connecting to ground limits the low end of the range, + +and the brightness of your light limits the high end. Instead of settling for a limited + +range, you’ll calibrate the sensor readings getting the high and low values, mapping +them to sound frequencies using the map() function to get as much range out of +your theremin as possible. This will have the added benefit of adjusting the sensor + +readings whenever you move your circuit to a new environment, like a room with + +different light conditions. + +A piezo is a small element that vibrates when it receives electricity. When it moves, +it displaces air around it, creating sound waves. + +BUILD THE +CIRCUIT + ++ - + ++ - + +Fig. 2 + ++ - + ++ - + + 73 + +Fig. 3 + +Traditional theremins can control the frequency and the volume of sound. In this + +example, You’ll be able to control the frequency only. While you can’t control the + +volume through the Arduino, it is possible to change the voltage level that gets + +to the speaker manually. What happens if you put a potentiometer in series with + +pin 8 and the piezo? What about another photoresistor? + +❶ + +❷ + +❸ + +On your breadboard, connect the outer bus lines to power and + +ground. + +Take your piezo, and connect one end to ground, and the other + +to digital pin 8 on the Arduino. + +Place your photoresistor on the breadboard, connecting one + +end to 5V. Connect the other end to the Arduino’s analogIn pin + +0, and to ground through a 10-kilohm resistor. This circuit is the + +same as the voltage divider circuit in Project 4. + + 74 + +Project 06 +Light Theremin + +THE CODE + +Create variables for + +calibrating the sensor + +Create a variable to hold the analogRead() value from the +photoresistor. Next, create variables for the high and low values. + +You’re going to set the initial value in the sensorLow variable to +1023, and set the value of the sensorHigh variable to 0. When +you first run the program, you’ll compare these numbers to the + +sensor’s readings to find the real maximum and minimum values. + +Name a constant for your + +calibration indicator + +Create a constant named ledPin. You’ll use this as an indicator +that your sensor has finished calibrating. For this project, use the + +on-board LED connected to pin 13. + +Set digital pin direction and + +turn it high + +In the setup(), change the pinMode() of ledPin to OUTPUT, +and turn the light on. + +Use a while() loop for + +calibration + +The next steps will calibrate the sensor’s maximum and minimum +values. You’ll use a while() statement to run a loop for 5 +seconds. while() loops run until a certain condition is met. In +this case you’re going to use the millis() function to check +the current time. millis() reports how long the Arduino has +been running since it was last powered on or reset. + +Compare sensor values for + +calibration + +In the loop, you’ll read the value of the sensor; if the value is less +than sensorLow (initially 1023), you’ll update that variable. If +it is greater than sensorHigh (initially 0), that gets updated. + +Indicate calibration has + +When 5 seconds have passed, the while() loop will end. Turn off + +finished + +the LED attached to pin 13. You’ll use the sensor high and low + +values just recorded to scale the frequency in the main part of + +your program. + + 75 + +1 + +2 + +3 + +int sensorValue; + +int sensorLow = 1023; + +int sensorHigh = 0; + +4 + +const int ledPin = 13; + +5 + +void setup() { + +6 + +7 + + pinMode(ledPin, OUTPUT); + + digitalWrite(ledPin, HIGH); + +8 + + while (millis() < 5000) { + +while() + +arduino.cc/while + +9 + + sensorValue = analogRead(A0); + +10 + + if (sensorValue > sensorHigh) { + +11 + + sensorHigh = sensorValue; + +12 + + } + +13 + + if (sensorValue < sensorLow) { + +14 + + sensorLow = sensorValue; + +15 + + } + +16 + + } + +17 + + digitalWrite(ledPin, LOW); + +18 + +} + + + 76 + +Project 06 +Light Theremin + +Read and store the sensor + +In the loop(), read the value on A0 and store it in sensorValue. + +value + +Map the sensor value to a + +frequency + +Play the frequency + +USE IT + +Create a variable named pitch. The value of pitch is going +to be mapped from sensorValue. Use sensorLow and +sensorHigh as the bounds for the incoming values. For starting +values for output, try 50 to 4000. These numbers set the range + +of frequencies the Arduino will generate. + +Next, call the tone() function to play a sound. It takes three +arguments : what pin to play the sound on (in this case pin 8), +what frequency to play (determined by the pitch variable), and +how long to play the note (try 20 milliseconds to start). + +Then, call a delay() for 10 milliseconds to give the sound some +time to play. + +When you first power the Arduino on, there is a 5 second win- + +dow for you to calibrate the sensor. To do this, move your + +hand up and down over the photoresistor, changing the + +amount of light that reaches it. The closer you replicate the + +motions you expect to use while playing the instrument, the + +better the calibration will be. + +After 5 seconds, the calibration will be complete, and the LED + +on the Arduino will turn off. When this happens, you should + +hear some noise coming from the piezo! As the amount of + +light that falls on the sensor changes, so should the frequency + +that the piezo plays. + + 77 + +19 + +void loop() { + +20 + + sensorValue = analogRead(A0); + +21 + + int pitch = + + map(sensorValue,sensorLow,sensorHigh, 50, 4000); + +22 + + tone(8,pitch,20); + +23 + + delay(10); + +24 + +} + +The range in the map() function that determines the pitch is pretty wide, try +changing the frequencies to find ones that are the right fit for your musical style. + +The tone() function operates very much like the PWM in analogWrite() but with +one significant difference. In analogWrite() the frequency is fixed; you change the +ratio of the pulses in that period of time to vary the duty cycle. With tone() you’re +still sending pulses, but changing the frequency of them. tone() always pulses at a +50% duty cycle (half the time the pin is high, the other half the time it is low). + +The tone() function gives you the ability to generate different +frequencies when it pulses a speaker or piezo. When using +sensors in a voltage divider circuit, you probably won’t get a +full range of values between 0-1023. By calibrating sensors, +it’s possible to map your inputs to a useable range. + + 07 + +R +O +T +S +I +S +E +R + +M +H +O +L +I +K + +0 +1 + +O +Z +E +I +P + +R +O +T +S +I +S +E +R + +M +H +O +G +E +M + +1 + +R +O +T +S +I +S +E +R + +M +H +O + +0 +2 +2 + +H +C +T +I +W +S + +INGREDIENTS + + + + + + + + 79 + +KEYBOARD +INSTRUMENT + +WITH FEW RESISTORS AND BUTTONS YOU ARE GOING TO +BUILD A SMALL MUSICAL KEYBOARD + +Discover: resistor ladders, arrays + +Time: 45 MINUTES +Level: + +Builds on projects: 1, 2, 3, 4, 6 + +While it’s possible to simply hook up a number of momentary switches to digital + +inputs to key of different tones, in this project, you’ll be constructing something +called a resistor ladder. + +This is a way to read a number of switches using the analog input. It’s a helpful + +technique if you find yourself short on digital inputs. You’ll hook up a number of +switches that are connected in parallel to analog in 0. Most of these will connect +to power through a resistor. When you press each button, a different voltage level + +will pass to the input pin. If you press two buttons at the same time, you’ll get a + +unique input based on the relationship between the two resistors in parallel. + +A resistor ladder and five + +switches as analog input. + +Fig. 1 + + 80 + +Project 07 +Keyboard Instrument + +BUILD THE +CIRCUIT + ++ - + ++ - + ++ - + ++ - + +The arrangement of resistors and switches + +feeding into an analog input is called a resistor + +ladder. + +Fig. 2 + +Fig. 3 + + 81 + +❶ + +❷ + +Wire up your breadboard with power and ground as in the + +previous projects. Connect one end of the piezo to ground. + +Connect the other end to pin 8 on your Arduino. + +Place your switches on the breadboard as shown in the circuit. + +The arrangement of resistors and switches feeding into an + +analog input is called a resistor ladder. Connect the first one + +directly to power. Connect the second, third and fourth switches + +to power through a 220-ohm, 10-kilohm and 1-megohm resistor, + +respectively. Connect all the switches’ outputs together in one + +junction. Connect this junction to ground with a 10-kilohm + +resistor, and also connect it to Analog In 0. Each of these acts as + +a voltage divider. + +Think about an enclosure for the keyboard. While old analog synthesizers had + +wires poking out all over the place, your keyboard is sleek and digital. Prepare a + +small piece of cardboard that can be cut out to accommodate your buttons. Label + +the keys, so you know what notes are triggered by each key. + +❶ + +❷ + +Draw and cut a piece of paper with holes for the four + +Position the paper over the buttons and piezo. + +buttons and piezo. Decorate it to look like a piano keyboard. + +Enjoy your creation! + + 82 + +Project 07 +Keyboard Instrument + +THE CODE + +The array + +In this program, you’ll need to keep a list of frequencies you want + +to play when you press each of your buttons. You can start out + +with the frequencies for middle C, D, E and F (262Hz, 294Hz, + +330Hz, and 349Hz). To do this, you’ll need a new kind of variable + +called an array. + +An array is a way to store different values that are related to + +each other, like the frequencies in a musical scale, using only + +one name. They are a convenient tool for you to quickly and + +efficiently access information. To declare an array, start as you + +would with a variable, but follow the name with a pair of square + +brackets: []. After the equals sign, you’ll place your elements in + +curly brackets. + +To read or change the elements of the array, you reference the + +individual element using the array name and then the index of + +the item you want to address. The index refers to the order in + +which the items appear when the array is created. The first item + +in the array is item 0, the second is item 1, and so forth. + +Create an array of + +frequencies + +Set up an array of four notes using the frequencies listed above. + +Make this array a global variable by declaring it before the +setup(). + +Begin serial communication + +In your setup(), start serial communication with the computer. + +Read the analog value and + +send it to the serial monitor + +In the loop(), declare a local variable to hold the value +read on pin A0. Because each switch has a different resistor + +value connecting it to power, each will have a different value +associated with it. To see the values, add the line Serial. +println(keyVal) to send to the computer. + +Use an if()...else statement to + +determine what note to play + +Using an if()...else statement, you can assign each value to a +different tone. The values included in the example program are + +ballpark figures for these resistor sizes. As all resistors have some + +tolerance for error, these may not work exactly for you. Use the + +information from the serial monitor to adjust as necessary. + + 83 + +int buttons[6]; + +// set up an array with 6 integers + +int buttons[0] = 2; + +// give the first element of the array the value 2 + +1 + +int notes[] = {262,294,330,349}; + +2 + +3 + +4 + +5 + +6 + +7 + +8 + +9 + +void setup() { + + Serial.begin(9600); + +} + +void loop() { + + int keyVal = analogRead(A0); + + Serial.println(keyVal); + + if(keyVal == 1023){ + + tone(8, notes[0]); + +10 + + } + + + 84 + +Project 07 +Keyboard Instrument + +Play the notes that correspond + +to the analog value + +After each if() statement, call the tone() function. The +program references the array to determine what frequency + +to play. If the value of A0 matches one of your if statements, + +you can tell the Arduino to play a tone. It’s possible your circuit + +is a little “noisy” and the values may fluctuate a little bit while + +pressing a switch. To accommodate for this variation, it’s a good + +idea to have a small range of values to check against. If you use +the comparison “&&”, you can check multiple statements to see +if they are true. + +If you press the first button, notes[0] will play. If you press the + +second, notes[1] will play, and if you press the third, notes[2] will + +play. This is when arrays become really handy. + +Stop playing the tone when + +Only one frequency can play on a pin at any given time, so if + +nothing is pressed + +you’re pressing multiple keys, you’ll only hear one sound. + +USE IT + +To stop playing notes when there is no button being pressed, +call the noTone() function, providing the pin number to stop +playing sound on. + +If your resistors are close in value to the values in the example + +program, you should hear some sounds from the piezo when + +you press the buttons. If not, check the serial monitor to make + +sure each of the buttons is in a range that corresponds to the +notes in the if()...else statement. If you’re hearing a sound +that seems to stutter, try increasing the range a little bit. + +Press multiple buttons at the same time, and see what sort of + +values you get in the serial monitor. Use these new values to + +trigger even more sounds. Experiment with different frequencies + +to expand your musical output. You can find frequencies of +musical notes on this page: arduino.cc/frequencies + +If you replace the switches and resistor ladder with analog sensors, can you use the + +additional information they give you to create a more dynamic instrument? You + +could use the value to change the duration of a note or, like in the Theremin Project, + +create a sliding scale of sounds. + + 85 + +11 + + else if(keyVal >= 990 && keyVal <= 1010){ + +12 + + tone(8, notes[1]); + +13 + + } + +14 + + else if(keyVal >= 505 && keyVal <= 515){ + +15 + + tone(8, notes[2]); + +16 + + } + +17 + + else if(keyVal >= 5 && keyVal <= 10){ + +18 + + tone(8, notes[3]); + +19 + + } + +20 + + else{ + +21 + + noTone(8); + +22 + + } + +23 + +} + +The tone() function is fun for generating sounds, but it does have a few limi- +tations. It can only create square waves, not smooth sine waves or triangles. + +Square waves don’t look much like waves at all. As you saw in Fig. 1 in Project 6, + +it’s a series of on and off pulses. + +As you start your band, keep some things in mind : only one tone can play at a time +and tone() will interfere with analogWrite() on pins 3 and 11. + +Arrays are useful for grouping similar types of information +together; they are accessed by index numbers which refer +to individual elements. Resistor ladders are an easy way to +get more digital inputs into a system by plugging into an +analog input. + + 08 + +R +O +T +S +I +S +E +R + +M +H +O +L +I +K + +0 +1 + +R +O +T +S +I +S +E +R + +M +H +O + +0 +2 +2 + +H +C +T +I +W +S + +D +E +L + +INGREDIENTS + + + + + + 87 + +DIGITAL +HOURGLASS + +IN THIS PROJECT, YOU’LL BUILD A DIGITAL HOURGLASS +THAT TURNS ON AN LED EVERY TEN MINUTES. KNOW HOW +LONG YOU’RE WORKING ON YOUR PROJECTS BY USING THE +ARDUINO’S BUILT-IN TIMER + +Discover: long data type, creating a timer + +Time: 30 MINUTES +Level: + +Builds on projects: 1, 2, 3, 4 + +Up to now, when you’ve wanted something to happen at a specific time interval + +with the Arduino, you’ve used delay(). This is handy, but a little confining. When the + +Arduino calls delay(), it freezes its current state for the duration of the delay. That + +means there can be no other input or output while it’s waiting. Delays are also + +not very helpful for keeping track of time. If you wanted to do something every 10 + +seconds, having a 10 second delay would be fairly cumbersome. + +The millis() function helps to solve these problems. It keeps track of the time +your Arduino has been running in milliseconds. You used it previously in Project 6 + +when you created a timer for calibration. + +So far you’ve been declaring variables as int. An int (integer) is a 16-bit number, +it holds values between -32,768 and 32,767. Those may be some large numbers, +but if the Arduino is counting 1000 times a second with millis(), you’d run out +of space in less than a minute. The long datatype holds a 32-bit number (between +-2,147,483,648 and 2,147,483,647). Since you can’t run time backwards to get +negative numbers, the variable to store millis() time is called an unsigned +long. When a datatype is called unsigned, it is only positive. This allows you to +count even higher. An unsigned long can count up to 4,294,967,295. That’s +enough space for milis() to store time for almost 50 days. By comparing the +current millis() to a specific value, you can see if a certain amount of time has +passed. + +When you turn your hourglass over, a tilt switch will change its state, and that will + +set off another cycle of LEDs turning on. + +The tilt switch works just like a regular switch in that it is an on/off sensor. You’ll + +use it here as a digital input. What makes tilt switches unique is that they detect + +orientation. Typically they have a small cavity inside the housing that has a metal + + 88 + +Project 08 +Digital Hourglass + +ball. When tilted in the proper way, the ball rolls to one side of the cavity and + +connects the two leads that are in your breadboard, closing the switch. + +With six LEDs, your hourglass will run for an hour, just as its name implies. + +BUILD THE +CIRCUIT + ++ - ++ - + ++ - ++ - + +Fig. 1 + ++ - ++ - + ++ - ++ - + +Fig. 2 + + 89 + +❶ +❷ + +❸ + +Connect power and ground to your breadboard. + +Connect the anode (longer leg) of six LEDs to digital pins 2-7. + +Connect the LEDs to ground through 220-ohm resistors. + +Connect one lead of the tilt switch to 5V. Connect the other to + +a 10-kilohm resistor to ground. Connect the junction where they + +meet to digital pin 8. + +You don’t need to have your Arduino tethered to the computer for this to work. + +Try building a stand with some cardboard or styrofoam and power the Arduino + +with a battery to make a portable version. You can create a cover with some nu- + +meric indicators alongside the lights. + +Tilt switches are great, inexpensive tools for determining the orientation of some- +thing. Accelerometers are another type of tilt sensor, but they give out much more +information. They are also significantly more expensive. If you’re just looking to see if + +something is up or down, a tilt sensor works great. + + 90 + +Project 08 +Digital Hourglass + +THE CODE + +Declare a named constant + +You’re going to need a number of global variables in your + +program to get this all working. To start, create a constant named + +switchPin. This will be the name of the pin your tilt switch is on. + +Create a variable to hold the + +time + +Create a variable of type unsigned long, This will hold the time +an LED was last changed. + +Name variables for the inputs + +Create a variable for the switch state, and another to hold the + +and outputs + +previous switch state. You’ll use these two to compare the + +switch’s position from one loop to the next. + +Declare a variable describing + +the interval between events + +Create a variable named led. This will be used to count which LED + +is the next one to be turned on. Start out with pin 2. + +The last variable you’re creating is going to be the interval +between each LED turning on. This will be be a long datatype. +In 10 minutes (the time between each LED turning on) 600,000 + +milliseconds pass. If you want the delay between lights to be + +longer or shorter, this is the number you change. + +Set the direction of your + +digital pins + +In your setup(), you need to declare the LED pins 2-7 as +outputs. A for() loop declares all six as OUTPUT with just 3 lines +of code. You also need to declare switchPin as an INPUT. + +Check the time since the + +program started running + +When the loop() starts, you’re going to get the amount of time +the Arduino has been running with millis() and store it in a +local variable named currentTime. + +Evaluate the amount of + +time that has passed since + +the previous loop() + +Using an if() statement, you’ll check to see if enough time has +passed to turn on an LED. Subtract the currentTime from the +previousTime and check to see if it is greater than the interval +variable. If 600,000 milliseconds have passed (10 minutes), you’ll +set the variable previousTime to the value of currentTime. + + 91 + +1 + +const int switchPin = 8; + +2 + +unsigned long previousTime = 0; + +3 + +4 + +int switchState = 0; + +int prevSwitchState = 0; + +5 + +int led = 2; + +6 + +long interval = 600000; + +7 + +8 + +9 + +void setup() { + + for(int x = 2;x<8;x++){ + + pinMode(x, OUTPUT); + +10 + + } + +11 + + pinMode(switchPin, INPUT); + +12 + +} + +13 + +void loop(){ + +14 + + unsigned long currentTime = millis(); + +15 + + if(currentTime - previousTime > interval) { + +16 + + previousTime = currentTime; + + + + + + 92 + +Project 08 +Digital Hourglass + +Turn on an LED, prepare for + +the next one + +previousTime indicates the last time an LED was turned on. +Once you’ve set previousTime, turn on the LED, and increment +the led variable. The next time you pass the time interval, the + +next LED will light up. + +Check to see if all lights + +Add one more if statement in the program to check if the LED on + +are on + +pin 7 is turned on. Don’t do anything with this yet. You’ll decide + +what happens at the end of the hour later. + +Read the value of the switch + +Now that you’ve checked the time, you’ll want to see if the + +Reset the variables to their + +defaults if necessary + +switch has changed its state. Read the switch value into the +switchState variable. + +With an if() statement, check to see if the switch is in a different +position than it was previously. The != evaluation checks to see +if switchState does not equal prevSwitchState. If they +are different, turn the LEDs off, return the led variable to the first +pin, and reset the timer for the LEDs by setting previousTime +to currentTime. + +Set the current state to the + +previous state + +At the end of the loop(), save the switch state +in +prevSwitchState , so you can compare it to the value you +get for switchState in the next loop(). + +USE IT + +Once you’ve programmed the board, check the time on a + +clock. After 10 minutes have passed, the first LED should have + +turned on. Every 10 minutes after that, a new light will turn + +on. At the end of an hour, all six light should be on. When + +you flip the circuit over, and cause the tilt switch to change + +its state, the lights will turn off and the timer will start again. + + 93 + +17 + + digitalWrite(led, HIGH); + +18 + + led++; + +19 + + if(led == 7){ + +20 + + } + +21 + + } + +22 + + switchState = digitalRead(switchPin); + +23 + + if(switchState != prevSwitchState){ + +24 + + for(int x = 2;x<8;x++){ + +25 + + digitalWrite(x, LOW); + +26 + + } + +27 + + led = 2; + +28 + + previousTime = currentTime; + +29 + + } + +30 + + prevSwitchState = switchState; + +31 + +} + +When the clock reaches one hour and all six lights are on, they just stay on. Can + +you think of a way to get your attention when the hour is up? Sound or flashing + +the lights are both good indicators. The led variable can be checked to see if all + +the lights are on, that’s a good place to check for grabbing someone’s attention. + +Unlike an hourglass filled with sand, the lights go either up or down depending + +on the orientation of the switch. Can you figure out how you can use the switch- + +State variable to indicate what direction the lights should go? + +To measure the amount of time between events, use the +millis() function. Because the numbers it generates are +larger than what you can store in an int, you should use the +datatype unsigned long for storing its values. + + + + 09 + +H +C +T +I +W +S + +9v +battery + +P +A +N +S + +Y +R +E +T +T +A +B + +Y +R +E +T +T +A +B + +R +O +T +O +M + +R +O +T +S +I +S +E +R + +M +H +O +L +I +K + +0 +1 + +7 +0 +0 +4 +N +1 + +E +D +O +I +D + +T +E +F +S +O +M + +INGREDIENTS + + + + + + 95 + +MOTORIZED +PINWHEEL + +GET THE ARDUINO TO SPIN A COLORFUL PINWHEEL +USING A MOTOR + +Discover: transistors, high current/voltage loads + +Time: 45 MINUTES +Level: + +Builds on projects: 1, 2, 3, 4 + +Controlling motors with an Arduino is more complicated than just controlling LEDs + +for a couple of reasons. First, motors require more current than the Arduino’s out- + +put pins can supply, and second, motors can generate their own current through + +a process called induction, which can damage your circuit if you don’t plan for it. + +However, motors make it possible to move physical things, making your projects + +much more exciting. They’re worth the complications! + +Moving things takes a lot of energy. Motors typically require more current than + +the Arduino can provide. Some motors require a higher voltage as well. To start + +moving, and when it has a heavy load attached, a motor will draw as much cur- + +rent as it can. The Arduino can only provide 40 milliamps (mA) from its digital pins, + +much less than what most motors require to work. + +Transistors are components that allow you to control high current and high voltage +power sources from the low current output of the Arduino. There are many differ- + +ent kinds, but they work on the same principle. You can think of transistors as digital + +switches. When you provide voltage to one of the transistor’s pins, called the gate, it + +closes the circuit between the other two pins, called the source and drain. This way, + +you can turn a higher current/voltage motor on and off with your Arduino. + +Motors are a type of inductive device. Induction is a process by which a changing +electrical current in a wire can generate a changing magnetic field around the wire. + +When a motor is given electricity, a tightly wound coil inside the housing of copper + +creates a magnetic field. This field causes the shaft (the part that sticks out of the + +housing) to spin around. + +9v + +battery + + 96 + +Project 09 +Motorized Pinwheel + +The reverse is also true: a motor can generate electricity when the shaft is spun + +around. Try attaching an LED to the two leads of your motor, then spin the shaft + +with your hand. If nothing happens, spin the shaft the other way. The LED should + +light up. You’ve just made a tiny generator out of your motor. + +When you stop supplying energy to a motor, it will continue to spin, because it + +has inertia. When it’s spinning, it will generate a voltage in the opposite direction + +than the current you gave it. You saw this effect when you made your motor light +up an LED. This reverse voltage, sometimes called back-voltage, can damage your + +transistor. For this reason, you should put a diode in parallel with the motor, so +that the back voltage passes through the diode. The diode will only allow electric- +ity to flow in one direction, protecting the rest of the circuit. + +BUILD THE +CIRCUIT + +Fig. 1 + +Fig. 2 + + 97 + +❶ + +❷ + +❸ + +❹ + +❺ + +Connect power and ground to your breadboard through the + +Arduino. + +Add a momentary switch to the board, connecting one side to + +power, and the other side to digital pin 2 on the Arduino. Add + +a 10-kilohm pull-down resistor to ground on the output pin of + +the switch. + +When using circuits with different voltages, you have to con- + +nect their grounds together to provide a common ground. Plug + +the 9V battery snap into your breadboard. Connect ground from + +the battery to ground of your Arduino on the breadboard with a + +jumper, as shown in Fig. 1. Then attach the motor’s free lead to + +the 9V power. + +Place the transistor on the board. Look at the component so that + +the metal tab is facing away from you. Connect digital pin 9 to +the left pin on the transistor. This pin is called the gate. A change +in voltage on the gate makes a connection between the other + +two pins. Connect one end of the motor to the middle pin of +the transistor. This pin is called the drain. When the Arduino ac- +tivates the transistor by supplying voltage to the gate, this pin +will be connected to the third pin, called the source. Connect the +source to ground. + +Next, connect the motor’s voltage supply to the motor and + +breadboard. The last component to be added is the diode. The + +diode is a polarized component, it can go only one way in the + +circuit. Notice that the diode has a stripe on one end. That end is +the negative end, or cathode, of the diode. The other end is the + +positive end, or anode. Connect the anode of the diode to the + +ground of the motor and the cathode of the diode to the power + +of the motor. See Fig. 1. This may seem backwards, and in fact, + +it is. The diode will help prevent any back-voltage generated by + +the motor from going back into your circuit. Remember, back + +voltage will flow in the opposite direction of the voltage that + +you supply. + +LEDs are diodes too, in case you were wondering why their leads were also called + +anodes and cathodes. There are many kinds of diodes, but they all share one trait. + +They allow current to flow from anode to cathode, but not the reverse. + + 98 + +Project 09 +Motorized Pinwheel + +THE CODE + +Name your constants and + +The code is remarkably similar to the code you first used for + +variables + +turning on an LED. First of all, set up some constants for the +switch and motor pins and a variable named switchState to +hold the value of the switch. + +Declare the pins’ direction + +In your setup(), declare the pinMode() of the motor (OUTPUT) +and switch (INPUT) pins. + +Read the input, pull the + +output high if pressed + +Your loop() is straightforward. Check the state of the switch- +Pin with digitalRead(). + +If the switch is pressed, turn the motorPin HIGH. If it is not +pressed, turn the pin LOW. When HIGH, the transistor will acti- +vate, completing the motor circuit. When LOW, the motor will not +spin. + +Motors have an optimal operating voltage. They will work on as little as 50% of the + +rated voltage and as much as 50% over that number. If you vary the voltage, you + +can change the speed at which the motor rotates. Don’t vary it too much, though, + +or you will burn out your motor. + +Motors require special consideration when being controlled by a microcontroller. + +Typically the microcontroller cannot provide enough current and/or voltage to + +power a motor. Because of this, you use transistors to interface between the two. + +It’s also smart to use diodes to prevent damaging your circuit. + + 99 + +1 + +2 + +3 + +4 + +5 + +6 + +7 + +8 + +9 + +10 + +11 + +const int switchPin = 2; + +const int motorPin = 9; + +int switchState = 0; + +void setup() { + + pinMode(motorPin, OUTPUT); + + pinMode(switchPin, INPUT); + +} + +void loop(){ + + switchState = digitalRead(switchPin); + + if (switchState == HIGH) { + + digitalWrite(motorPin, HIGH); + +12 + + } + +13 + +14 + + else { + + digitalWrite(motorPin, LOW); + +15 + + } + +16 + +} + +Transistors are solid state devices, they have no moving parts. Because of this, you + +can switch them on and off very quickly. Try hooking up a potentiometer to an + +analog input and use that to PWM the pin that controls the transistor. What do you + +think will happen to the motor’s speed if you vary the voltage it’s getting? Using + +your patterns on your spinner, can you get different visual effects? + + + 100 + +Project 09 +Motorized Pinwheel + +USE IT + +Assemble the CD hub as shown in step 1, and attach it to the + +motor as shown in step 2. Attach the die-cut paper pattern to a + +CD as shown in step 3. Snap the CD to the hub and secure with a + +drop of glue. Allow to try before proceeding. Plug a 9V battery to + +your battery snap. Power your Arduino over USB. When you press + +the switch on the breadboard, the motor will spin very rapidly. + +❶ + +Snap part C into part B, and then gently press part D on to + +them. + +❸ + +Place the paper disk on the CD and secure it using the flaps + +on the back. + + 101 + +With the motor spinning as fast as it does, you can probably make a pretty large + +spinner. Be careful that it doesn’t fly off and poke someone in the eye. Experiment + +with different patterns on the outside to create visual effects. + +❷ + +Gently press the motor shaft into the hole in the back of + +part B. + +❹ + +Attach the CD to the cross formed by parts B and D. Use a + +drop of glue to keep the CD from coming off. + + 10 + +H +C +T +I +W +S + +9v +battery + +P +A +N +S + +Y +R +E +T +T +A +B + +Y +R +E +T +T +A +B + +R +O +T +O +M + +R +O +T +S +I +S +E +R + +M +H +O +L +I +K + +0 +1 + +E +G +D +I +R +B +- +H + +R +E +T +E +M +O +I +T +N +E +T +O +P + +INGREDIENTS + + + + + 103 + +ZOETROPE + +CREATE MOVING IMAGES IN FORWARD AND REVERSE WITH +YOUR ARDUINO WHEN YOU CONNECT A MOTOR TO AN +H-BRIDGE AND SOME STILL IMAGES + +Discover: H-bridges + +Time: 30 MINUTES +Level: + +Builds on projects: 1, 2, 3, 4, 9 + +Before the internet, television, even before movies, some of the first moving images + +were created with a tool called a zoetrope. Zoetropes create the illusion of motion + +from a group of still images that have small changes in them. They are typically + +cylinders with slits cut in the side. When the cylinder spins and you look through + +the slits, your eyes perceive the still images on the other side of the wall to be ani- + +mated. The slits help keep the images from becoming a big blur, and the speed at + +which the images appear provide cause the images to appear to move. Originally, + +these novelties were spun by hand, or with a cranking mechanism. + +In this project, you’ll build your own zoetrope that animates a carnivorous plant. + +You’ll power the motion with a motor. To make this system even more advanced, + +you’ll add a switch that lets you control direction, another to turn it off and on, +and a potentiometer to control the speed. + +In the Motorized Pinwheel Project you got a motor to spin in one direction. If you + +were to take power and ground on the motor and flip their orientation, the motor + +would spin in the opposite direction. It’s not very practical to do that everytime + +you want to spin something in a different direction, so you’ll be using a compo- + +nent called an H-bridge to reverse the polarity of the motor. + +H-bridges are a type of component known as integrated circuits (IC). ICs are +components that hold large circuits in a tiny package. These can help simplify + +more complex circuits by placing them in an easily replaceable component. For + +example, the H-bridge you’re using in this example has a number of transistors + +built in. To build the circuit inside the H-bridge you would probably need another + +breadboard. + +9v + +battery + + 104 + +Project 10 +Zoetrope + +1 +2 +3 +4 +5 +6 +7 +8 + +16 +15 +14 +13 +12 +11 +10 +9 + +With an IC, you can access the circuits through the pins that + +come out the sides. Different ICs have different numbers of pins, + +and not all of them are used in every circuit. It’s sometimes con- + +venient to refer to the pins by number instead of function. When + +looking at an IC, the part with a dimple is referred to as the top . + +You can identify pin numbers by counting from the top-left in a + +Fig. 1 + +“U” direction like in Fig. 1. + +BUILD THE +CIRCUIT + ++ - + ++ - + +9V + +Fig. 2 + ++ - + ++ - + +Fig. 3 + + 105 + +❶ + +❷ + +❸ + +❹ + +❺ + +❻ + +❼ + +❽ + +Connect power and ground from one side of your breadboard + +to the Arduino. + +Add 2 momentary switches to the breadboard, connecting one + +side of each to power. Add a 10Kohm pull-down resistor in + +series with ground on the output pin of both switches. + +The switch on pin 4 will control direction, the switch on pin 5 + +will turn the motor on and off. + +Connect the potentiometer to the breadboard. Wire 5V to one + +side and ground to the other. Attach the center pin to analog + +input 0 on the Arduino. This will be used to control the speed + +of the motor. + +Place the H-bridge on your breadboard so it straddles the + +center (see Fig. 2 for detail of placement). Connect pin 1 of the + +H-bridge to digital pin 9 on the Arduino. This is the enable pin + +on the H-bridge. When it receives 5V, it turns the motor on, + +when it receives 0V, it turns the motor off. You will use this pin + +to PWM the H-bridge, and adjust the speed of the motor. + +Connect pin 2 on the H-bridge to digital pin 3 on the Arduino. + +Connect pin 7 to digital pin 2. These are the pins you will use + +to communicate with the H-bridge, telling it which direction to +spin. If pin 3 is LOW and pin 2 is HIGH, the motor will spin in one +direction. If pin 2 is LOW and pin 3 is HIGH, the motor will spin +in the opposite direction. If both the pins are HIGH or LOW at +the same time, the motor will stop spinning. + +The H-bridge get its power from pin 16, plug that into 5V. Pins 4 + +and 5 both go to ground. + +Attach your motor to pins 3 and 6 on the H-bridge. These two + +pins will switch on and off depending on the signals you send + +to pins 2 and 7. + +Plug the battery connector (without the battery attached!) + +to the other power rails on your breadboard. Connect ground + +from your Arduino to the battery’s ground. Connect pin 8 from + +the H-bridge to the battery power. This is the pin that the + +H-bridge powers the motor from. Make sure you do not have + +your 9V and 5V power lines connected. They must be separate, + +only ground should be connected between the two. + + 106 + +Project 10 +Zoetrope + +THE CODE + +Name your constants + +Create constants for the output and input pins. + +Create variables for remem- + +Use variables to hold the values from your inputs. You’ll be doing + +bering program state + +state change detection for both switches, comparing the state + +from one loop to the next, similar to the Hourglass Project. So, + +in addition to storing the current state, you’ll need to record the + +previous state of each switch. + +Create variables for motor + +control + +motorDirection keeps track of which direction the motor is +spinning, and motorPower keeps track of whether the motor is +spinning or not. + +Declare the digital pins as + +In setup(), set the direction of each input and output pin. + +inputs and outputs + +Turn the motor off + +Turn the enable pin LOW to start, so the motor isn’t spinning right +away. + +Read sensor information + +In your loop(), read the state of the On/Off switch and store it +in the onOffSwitchState variable. + + 107 + +1 + +2 + +3 + +4 + +5 + +6 + +7 + +8 + +9 + +const int controlPin1 = 2; + +const int controlPin2 = 3; + +const int enablePin = 9; + +const int directionSwitchPin = 4; + +const int onOffSwitchStateSwitchPin = 5; + +const int potPin = A0; + +int onOffSwitchState = 0; + +int previousOnOffSwitchState = 0; + +int directionSwitchState = 0; + +10 + +int previousDirectionSwitchState = 0; + +11 + +int motorEnabled = 0; + +12 + +int motorSpeed = 0; + +13 + +int motorDirection = 1; + +14 + +void setup(){ + +15 + + pinMode(directionSwitchPin, INPUT); + +16 + + pinMode(onOffSwitchStateSwitchPin, INPUT); + +17 + + pinMode(controlPin1, OUTPUT); + +18 + + pinMode(controlPin2, OUTPUT); + +19 + + pinMode(enablePin, OUTPUT); + +20 + + digitalWrite(enablePin, LOW); + +21 + +} + +22 + +void loop(){ + +23 + + onOffSwitchState = + + digitalRead(onOffSwitchStateSwitchPin); + +24 + + delay(1); + +25 + + directionSwitchState = + + digitalRead(directionSwitchPin); + +26 + + motorSpeed = analogRead(potPin)/4; + + 108 + +Project 10 +Zoetrope + +Check if on/off sensor has + +changed + +If there is a difference between the current switch state and the +previous, and the switch is currently HIGH, set the motorPower +variable to 1. If it is LOW, set the variable to 0. +Read the values of the direction switch and potentiometer. Store + +the values in their respective variables. + +Check to see if the direction + +Check to see if the direction switch is currently in a different + +has changed + +position than it was previously.If it is different, change the motor + +direction variable. There are only 2 ways for the motor to spin, + +so you’ll want to alternate the variable between two states. One + +way to accomplish this is by  using the inversion operator like so: +motorDirection =!motorDirection. + +Change the pins to turn + +The motorDirection variable determines which direction the + +the motor in the proper + +direction + +motor is turning. To set the direction, you set the control pins +setting one HIGH and the other LOW. When motorDirection +changes, reverse the states of the control pins. + +If the direction switch gets pressed, you’ll want to spin the + +motor in the other direction by reversing the state of the +controlPins. + +PWM the motor if it is + +enabled + +If the motorEnabled variable is 1, set the speed of the motor using +analogWrite() to PWM the enable pin. If motorEnabled is +0, then turn the motor off by setting the analogWrite value +to 0. + +Save the current states for + +the next loop() + +Before exiting the loop(), save the current state of the switches +as the previous state for the next run through the program. + + 109 + +27 + + if(onOffSwitchState != previousOnOffSwitchState){ + +28 + + if(onOffSwitchState == HIGH){ + +29 + + motorEnabled = !motorEnabled; + +30 + + } + +31 + + } + +32 + + if (directionSwitchState != + + previousDirectionSwitchState) { + +33 + + if (directionSwitchState == HIGH) { + +34 + + motorDirection = !motorDirection; + +35 + + } + +36 + + } + +37 + + if (motorDirection == 1) { + +38 + + digitalWrite(controlPin1, HIGH); + +39 + + digitalWrite(controlPin2, LOW); + +40 + + } + +41 + + else { + +42 + + digitalWrite(controlPin1, LOW); + +43 + + digitalWrite(controlPin2, HIGH); + +44 + + } + +45 + + if (motorEnabled == 1) { + +46 + + analogWrite(enablePin, motorSpeed); + +47 + + } + +48 + + else { + +49 + + analogWrite(enablePin, 0); + +50 + + } + +51 + + previousDirectionSwitchState = + + directionSwitchState; + +52 + + previousOnOffSwitchState = onOffSwitchState; + +53 + +} + + 110 + +Project 10 +Zoetrope + +USE IT + +Plug your Arduino into your computer. Attach the battery to the + +connector. When you press the On/Off switch, the motor should + +start spinning. If you turn the potentiometer, it should speed up + +and slow down. Pressing the On/Off button another time will + +stop the motor. Try pressing the direction button and verify the + +Once you’ve verified that the circuit + +motor spins both ways. Also, if you turn the knob on the pot, you + +works as expected, disconnect the + +should see the motor speed up or slow down depending on the + +battery and USB from the circuit. + +value it is sending. + +❶ + +❷ + +Secure the CD onto the wooden base. Add a drop of glue to + +Use the tabs to close the cutout, forming a circle. + +make sure it doesn’t spin loose when the motor starts. + + 111 + +In order to build your zoetrope, you must take the pinwheel you used in Project 9 + +and the cutout with the vertical slits that is included in your kit. Once the CD is se- + +curely attached to the shaft of the motor, plug everything back in. Hold your project + +up, so you can look through the slits (but make sure the CD is secured to the motor, + +and don’t get too close to it). You should see the sequence of still images “move”! + +If it is going too fast or too slow, turn the knob of the potentiometer to adjust the + +speed of the animation. + +Try pressing the direction switch to see what the animation looks like when played + +backwards. The zoetrope and images provided in the kit are only your starting point: + +try experimenting with your own animations, using the cutout as a reference. + +To do this, start with a basic image. Identify one fixed point in it, and make small + +changes to the rest in each frame. Try to gradually return to the original image so + +that you can play the animation in a continuous loop. + +❶ + +❶ + +Insert the four tabs into the base of the zoetrope. + +Insert the strip of paper with the images inside the + +zoetrope. + + 112 + +Project 10 +Zoetrope + +Zoetropes work because of a phenomena called “persistence of vision”, sometimes + +abbreviated to POV. POV describes the illusion of motion that is created when our + +eyes observe still images with minor variations in rapid succession. If you search + +online for “POV display”, you’ll find many projects made by people that leverage this + +effect, often with LEDs and an Arduino. + +Make a base to support the motor. A small cardboard box with a hole cut in it could + +work as a base, leaving your hands free to play with the switches and knob. This will + +make it easier to show off your work to everyone. + +With a little work, you can get your zoetrope working in low light situations as well. + +Hook up an LED and resistor to one of your free digital output pins. Also add a sec- + +ond potentiometer, and connect it to an analog input. Position the light so it shines + +on the images. Using the analog input to time the flashes of the LED, try and time it + +so the light flashes when the slit is in front of your eyes. This could take some fiddling + +with the knobs, but the resulting effect is really spectacular! + + 11 + +R +O +T +S +I +S +E +R + +M +H +O +L +I +K + +0 +1 + +R +O +T +S +I +S +E +R + +M +H +O + +0 +2 +2 + +R +E +T +E +M +O +I +T +N +E +T +O +P + +H +C +T +I +W +S + +INGREDIENTS + +N +E +E +R +C +S + +D +C +L + + + + + + + 115 + +CRYSTAL +BALL + +CREATE A CRYSTAL BALL TO TELL YOUR FUTURE + +Discover: LCD displays, switch/case statements, random() + +Time: 1 HOUR +Level: + +Builds on projects: 1, 2, 3 + +Crystal balls can help “predict” the future. You ask a question to the all-knowing + +ball, and turn it over to reveal an answer. The answers will be predetermined, but + +you can write in anything you like. You’ll use your Arduino to choose from a total + +of 8 responses. The tilt switch in your kit will help replicate the motion of shaking + +the ball for answers. + +The LCD can be used to display alphanumeric characters. The one in your kit has + +16 columns and 2 rows, for a total of 32 characters. There are a large number of + +connections on the board. These pins are used for power and communication, + +so it knows what to write on screen, but you won’t need to connect all of them. + +See Fig. 1 for the pins you need to connect. + +6 +1 + +5 +1 + +4 +1 + +3 +1 + +2 +1 + +1 +1 + +0 9 8 7 6 5 4 3 2 1 +1 + +- +D +E +L + ++ +D +E +L + +7 +D + +6 +D + +5 +D + +4 +D + +3 +D + +2 +D + +1 +D + +0 E +D + +S +R + +0 +V + +W +/ +R + +c +c +V + +s +s +V + +The pins on the LCD screen that are used in the + +project and labels. + +Fig. 1 + + 116 + +Project 11 +Crystal Ball + +BUILD THE +CIRCUIT + +Fig. 2 + +Fig. 3 + ++ - + ++ - + ++ - + ++ - + +In this schematic the LCD pins arrangement does not match the physical order depicted in Fig. 2. + +In a schematic, the pins are rearranged by logical grouping to make the schematic as clear as pos- + +sible. This is a little confusing to newcomers until you get used to it. + + 117 + +❶ +❷ + +❸ + +❹ + +❺ + +❻ + +❼ + +The circuit is not overly complex, but there are a lot of wires. + +Pay attention when wiring everything up to make sure it’s + +correct. + +Connect power and ground to one side of your breadboard. + +Place the tilt switch on the breadboard and attach one lead to +5V. Attach the other side to ground through a 10-kilohm resis- + +tor, and to your Arduino’s pin 6. You’re wiring this as a digital + +input, just as you’ve done in several other projects. + +The register select (RS) pin controls where the characters will +appear on screen. The read/write pin (R/W) puts the screen +in read or write mode. You’ll be using the write mode in this +project. The enable (EN) tells the LCD that it will be receiving +a command. The data pins (D0-D7) are used to send charac- +ter data to the screen. You’ll only be using 4 of these (D4-D7). +Finally, there’s a connection for adjusting the contrast of the + +display. You’ll use a potentiometer to control this. + +The LiquidCrystal library that comes with the Arduino software + +handles all the writing to these pins, and simplifies the process + +of writing software to display characters. +The two outside pins of the LCD (Vss and LED-) need to be +connected to ground. Also, connect the R/W pin to ground. This +places the screen in write mode. The LCD power supply (Vcc) +should connect directly to 5V. The LED+ pin on the screen con- + +nects to power through a 220-ohm resistor. + +Connect: Arduino Digital pin 2 to LCD D7, Arduino Digital pin 3 +to LCD D6, Arduino Digital pin 4 to LCD D5, Arduino Digital pin +5 to LCD D4. These are the data pins that tell the screen what +character to display. + +Connect EN on the screen to pin 11 on your Arduino. RS on the +LCD connects to pin 12. This pin enables writing to the LCD. + +Place the potentiometer on the breadboard, connecting one + +end pin to power and the other to ground. The center pin +should connect to V0 on the LCD. This will allow you to change +the contrast of the screen. + + 118 + +Project 11 +Crystal Ball + +Set up the LiquidCrystal + +library + +First, you’ll need to import the LiquidCrystal library. +Next, you’ll initialize the library, somewhat similar to the way you + +did with the Servo library, telling it what pins it will be using to + +communicate. + +Now that you’ve set up the library, it’s time to create some + +variables and constants. Create a constant to hold the pin of + +the switch pin, a variable for the current state of the switch, a + +variable for the previous state of the switch, and one more to + +choose which reply the screen will show. + +Print your first line + +Set up the switch pin as an input with pinMode() in your +setup(). Start the LCD library, and tell it how large the screen is. + +Move the cursor + +Choose a random anwser + +Now it’s time to write a small introductory screen welcoming you +to the 8-ball. The print() function writes to the LCD screen. +You’re going to write the words “Ask the” on the top line of the + +screen. The cursor is automatically at the beginning of the top line. + +In order to write to the next line, you’ll have to tell the screen + +where to move the cursor. The coordinates of the first column on + +the second line are 0,1 (recall that computers are zero indexed. +0,0 is the first column of the first row). Use the function lcd. +setCursor() to move the cursor to the proper place, and tell +it to write “Crystal ball!”. + +Now, when you start the program, it will say “Ask the Crystal ball!” + +on your screen. +In the loop(), you’re going to check the switch first, and put the +value in the switchState variable. + +Use an if() statement to determine if the switch is in a different +position than it was previously. If it is different than it was before, + +and it is currently LOW, then it’s time to choose a random reply. +The random() function returns a number based on the +argument you provide it. To start, you’ll have a total number + +of 8 different responses for the ball. Whenever the statement + +random(8) is called, it will give a number between 0-7. Store that + +number in your reply variable. + + 119 + +LCD library reference + +arduino.cc/lcdlibrary + +1 + +2 + +3 + +4 + +5 + +6 + +7 + +8 + +9 + +#include + +LiquidCrystal lcd(12, 11, 5, 4, 3, 2); + +const int switchPin = 6; + +int switchState = 0; + +int prevSwitchState = 0; + +int reply; + +void setup() { + + lcd.begin(16, 2); + + pinMode(switchPin,INPUT); + +10 + + lcd.print(“Ask the”); + +11 + + lcd.setCursor(0, 1); + +12 + + lcd.print(“Crystal Ball!”); + +13 + +} + +14 + +void loop() { + +15 + + switchState = digitalRead(switchPin); + +16 + + if (switchState != prevSwitchState) { + +17 + + if (switchState == LOW) { + +18 + + reply = random(8); + +Random reference + +arduino.cc/random + + + 120 + +Project 11 +Crystal Ball + +Predict the future + +Clear the screen with the function lcd.clear(). This also +moves the cursor back to location 0,0; the first column in the + +first row of the LCD. Print out the line “ The ball says:” and move + +the cursor for the output. + +The switch() statement executes different pieces of code +depending on the value you give it. Each of these different pieces +of code is called a case. switch() checks the value of the +variable reply; whatever value reply holds will determine what + +named case statement is executed. + +Inside the case statements, the code will be the same, but the + +messages will be different. For example, in case 0 the code +says lcd.print (“Yes”). After the lcd.print() function, +there’s another command: break. It tells the Arduino where the +end of the case is. When it hits break, it skips to the end of the +switch statement. You’ll be creating a total of 8 case statements + +to start out. Four of the responses will be positive, 2 will be + +negative, and the final 2 will ask you to try again. + +The last thing to do in your loop() is to assign switchState’s +value to the variable prevSwitchState. This enables you to +track changes in the switch the next time the loop runs. + + 121 + +Switch Case reference +arduino.cc/switchcase + +19 + + lcd.clear(); + +20 + + lcd.setCursor(0, 0); + +21 + + lcd.print(“The ball says:”); + +22 + + lcd.setCursor(0, 1); + +23 + + switch(reply){ + +24 + + case 0: + +25 + + lcd.print(“Yes”); + +26 + + break; + +27 + + case 1: + +28 + + lcd.print(“Most likely”); + +29 + + break; + +30 + + case 2: + +31 + + lcd.print(“Certainly”); + +32 + + break; + +33 + + case 3: + +34 + + lcd.print(“Outlook good”); + +35 + + break; + +36 + + case 4: + +37 + + lcd.print(“Unsure”); + +38 + + break; + +39 + + case 5: + +40 + + lcd.print(“Ask again”); + +41 + + break; + +42 + + case 6: + +43 + + lcd.print(“Doubtful”); + +44 + + break; + +45 + + case 7: + +46 + + lcd.print(“No”); + +47 + + break; + +48 + + } + +49 + + } + +50 + + } + +51 + + prevSwitchState = switchState; + +52 + +} + + + 122 + +Project 11 +Crystal Ball + +USE IT + +To use the magic ball, power the Arduino. Check the screen to + +make sure it says “Ask the Crystal ball!” If you can’t see the char- + +acters, try turning the potentiometer. It will adjust the contrast + +of the screen. + +Ask a question of your crystal ball, and try tilting the switch up- + +side down and back again. You should get an answer to your + +question. If the answer doesn’t suit you, ask again. + +Try adding your own sayings to the print() statements, but be mindful of the +fact that there are only 16 characters to use per line. You can also try adding more + +responses. Make sure when you add additional switch cases, you adjust the number + +of options that will randomly populate the reply variable. + +LCDs work by changing the electrical properties of a liquid sandwiched between + +polarized glass. The glass only allows certain kinds of light to pass through. When + +the liquid between the glass is charged, it starts to form into a semi-solid state. This + +new state runs in a different direction than the polarized glass, blocking light from + +passing through, thus creating the characters you see on the screen. + +The functions covered here for changing the LCD screen’s text are fairly simple. + +Once you have a handle on how it works, look at some of the other functions the + +library has. Try getting text to scroll, or continually update. To find out more about +how the LiquidCrystal library works, visit: arduino.cc/lcd + +An LCD display enables you to show text on a screen, using +the LiquidCrystal library. With a switch...case statements +control the flow of programs by comparing a variable to +specified values. + + 12 + +R +O +T +S +I +S +E +R + +M +H +O + +O +L +I +K + +0 +1 + +R +O +T +S +I +S +E +R + +M +H +O + +0 +2 +2 + +R +O +T +S +I +S +E +R + +M +H +O +G +E +M + +1 + +R +O +T +I +C +A +P +A +C + +F +u +0 +0 +1 + +H +C +T +I +W +S + +D +E +L + +MALE HEADER PIN (3 pins) + +INGREDIENTS + +R +O +T +O +M + +O +V +R +E +S + +O +Z +E +I +P + + + + + + + + + + + 125 + +KNOCK +LOCK + +MAKE YOUR OWN SECRET LOCKING MECHANISM TO KEEP +UNWANTED GUESTS OUT OF YOUR SPACE! + +Discover: input with a piezo, writing your own functions + +Time: 1 HOUR +Level: + +Builds on projects: 1, 2, 3, 4, 5 + +The piezo you used for playing back sounds in the theremin and keyboard pro- + +jects can also be used as an input device. When plugged into 5V, the sensor can + +detect vibrations that can be read by the Arduino’s analog inputs. You’ll need to + +plug in a high value resistor (like 1-megohm) as the reference to ground for this + +to work well. + +When the piezo is pressed flat against a solid surface that can vibrate, like a wood- + +en table top, your Arduino can sense how intense a knock is. Using this informa- + +tion you can check to see if a number of knocks fall in an acceptable range. In code + +you can track the number of knocks and see if they match your settings. + +A switch will let you lock the motor in place. Some LEDs will give you status: a red +LED will indicate the box is locked, a green LED will indicate the box is unlocked, + +and a yellow LED lets you know if a valid knock has been received. + +You’ll also be writing your own function that will let you know if a knock is too loud + +or too soft. Writing your own function helps save time programming by reusing + +code instead of writing it out many times. Functions can take arguments and + +return values. In this case, you’ll give a function the volume of the knock. If it is in + +the right range, you’ll increment a variable. + +It’s possible to build the circuit by itself, but it’s much more fun if you use this as + +a tool to lock something. If you have a wooden or a cardboard box you can cut + +holes into, use the servo motor to open and close a latch, keeping people from + +getting at your stuff. + + + - + ++ - + ++ - + ++ - + +126 + +Project 12 +Knock Lock + +BUILD THE +CIRCUIT + +Fig. 1 + +Fig. 2 + + 127 + +❶ + +❷ + +❸ + +❹ + +There are a lot of connections on the board, be sure to keep + +track of how things are wired up. + +Connect power and ground to both sides of the breadboard. + +Place the pushbutton on the breadboard and connect one + +end to 5V. On the other side of the switch, connect to ground + +through a 10-kilohm resistor. Connect this junction to digital +pin 2 on the Arduino. + +Attach the wires from the piezo to the breadboard. Attach one + +wire to power. If your piezo has a red wire or one marked with + +a “+”, that is the one to connect to power. If your piezo doesn’t + +indicate polarity, then you can hook it up either way. Wire + +the other end of the piezo to Analog Pin 0 on your Arduino. + +Place a 1-megohm resistor between the ground and the other + +wire. Lower resistor values will make the piezo less sensitive to + +vibrations. + +Wire up the LEDs, connecting the cathodes (short leg) to + +ground, and placing a 220-ohm resistor in series with the an- + +odes. Through their respective resistors, connect the yellow + +LED to Arduino digital pin 3, the green LED to digital pin 4, and + +the red LED to digital pin 5. + +Insert the male headers into the female socket on the servo + +motor (see Fig.3). Connect the red wire to power, and the black + +wire to ground. Place a 100uF electrolytic capacitor across + +power and ground to smooth out any irregularities in voltage, + +making sure you have the capacitor’s polarity correct. Connect +the servo’s data wire to pin 9 on your Arduino. + +Your servo motor comes with + +female connectors, so you’ll + +need to add header pins to + +connect it to the breadboard. + +Fig. 3 + + 128 + +Project 12 +Knock Lock + +THE CODE + +Servo library + +Just as in the earlier Mood Cue Project, you’ll need to import the +Servo library and create an instance to use the motor. + +Useful constants + +Create constants to name your inputs and outputs. + +Variables to hold switch and + +Create variables to hold the values from your switch and piezo. + +piezo values + +Knock tresholds + +Set up some constants to use as thresholds for the knock + +maximum and minimum levels. + +Variables for lock state and + +number of knocks + +The locked variable will let you know if the lock is enganged or +not. A boolean is a data type that can only be true (1) or false +(0). You should start with the mechanism unlocked. + +The last global variable will hold the number of valid knocks you + +have received. + +Setting the direction of the + +digital pins and initializing + +servo object and serial port + +In your setup(), attach the servo to pin 9. +Set the LED pins as outputs and the switch pins as inputs. + +Unlock + +Initialize serial communication with the computer so you can + +monitor the knock volume, what the current state of the lock is, + +and how many more knocks you have to go. + +Turn on the green LED, move the servo to the unlocked position, + +and print the current status to the serial monitor indicating the + +circuit is in the unlocked position. + +Checking the switch + +In the loop(), you’ll first check to see if the box is locked or not. +This will determine what happens in the rest of the program. If it + +is locked, read the switch value. + + 129 + +1 + +2 + +3 + +4 + +5 + +6 + +7 + +8 + +9 + +#include + +Servo myServo; + +const int piezo = A0; + +const int switchPin = 2; + +const int yellowLed = 3; + +const int greenLed = 4; + +const int redLed = 5; + +int knockVal; + +int switchVal; + +10 + +const int quietKnock = 10; + +11 + +const int loudKnock = 100; + +12 + +boolean locked = false; + +13 + +int numberOfKnocks = 0; + +14 + +void setup(){ + +15 + + myServo.attach(9); + +16 + + pinMode(yellowLed, OUTPUT); + +17 + + pinMode(redLed, OUTPUT); + +18 + + pinMode(greenLed, OUTPUT); + +19 + + pinMode(switchPin, INPUT); + +20 + + Serial.begin(9600); + +21 + + digitalWrite(greenLed, HIGH); + +22 + + myServo.write(0); + +23 + + Serial.println(“The box is unlocked!”); + +24 + +} + +25 + +void loop(){ + +26 + + if(locked == false){ + +27 + + switchVal = digitalRead(switchPin); + + 130 + +Project 12 +Knock Lock + +Lock + +If the switch is closed (you’re pressing it), change the locked + +variable to true, indicating the lock is engaged. Turn the green + +LED off, and the red LED on. If you don’t have the serial monitor + +on, this is helpful visual feedback to let you know the status of + +the lock. Move the servo into the lock position, and print out a + +message to the serial monitor indicating the box is now locked. + +Add a delay so the lock has plenty of time to move into place. + +Checking the knock sensor + +If the locked variable is true, and the lock is engaged, read the +value of the vibration of the piezo and store it in knockVal. + +Counting only valid knocks + +The next statement checks to see if you have fewer than three + +valid knocks, and there is some vibration on the sensor. If these + +are both true, check to see if this current knock is valid or not and +increment the numberOfKnocks variable. This is where you’ll +call your custom function checkForKnocks(). You’ll write the +function once you’re finished with the loop(), but you already +know you’re going to be asking it if this is a valid knock, so pass + +the knockVal along as an argument. After checking your function, + +print out the number of knock still needed. + +Unlock + +Check to see if you have three or more valid knocks. If this is + +true, change the locked variable to false, and move the servo to + +the unlocked position. Wait for a few milliseconds to let it start + +moving, and change the status of the green and red LEDs. Print + +out a status message to the serial monitor, indicating the box is + +unlocked. + +Close up the else statement and the loop() with a pair of +curly brackets. + +Defining a function to check + +knock validity + +Now it’s time to write the function checkForKnock(). When +you’re writing functions of your own, you need to indicate if it is going + +to return a value or not. If it is not going to return a value, you declare +it as type void, similar to the loop() and setup() functions. If it +is going to return a value, you must declare what kind (int, long, +float, etc.). In this case, you’re checking to see if a knock is valid +(true) or not (false). Declare the function as type boolean. + + 131 + +28 + + if(switchVal == HIGH){ + +29 + + locked = true; + +30 + + digitalWrite(greenLed,LOW); + +31 + + digitalWrite(redLed,HIGH); + +32 + + myServo.write(90); + +33 + + Serial.println(“The box is locked!”); + +34 + + delay (1000); + +35 + + } + +36 + + } + +37 + + if(locked == true){ + +38 + + knockVal = analogRead(piezo); + +39 + + if(numberOfKnocks < 3 && knockVal > 0){ + +40 + + if(checkForKnock(knockVal) == true){ + +41 + + numberOfKnocks++; + +42 + + } + +43 + + Serial.print(3-numberOfKnocks); + +44 + + Serial.println(“ more knocks to go”); + +45 + + } + +46 + + if(numberOfKnocks >= 3){ + +47 + + locked = false; + +48 + + myServo.write(0); + +49 + + delay(20); + +50 + + digitalWrite(greenLed,HIGH); + +51 + + digitalWrite(redLed,LOW); + +52 + + Serial.println(“The box is unlocked!”); + +53 + + } + +54 + + } + +55 + +} + +56 + +boolean checkForKnock(int value){ + + 132 + +Project 12 +Knock Lock + +Check validity of knock + +This particular function will be checking a number (your variable +knockVal) to see if it is valid or not. To pass this variable along +to the function, you create a named parameter when you declare + +the function. + +In your function, whenever you refer to value it will use whatever +number it receives as an argument in the main program. At this +point value will be set to whatever knockVal is. +Check to see if value is greater than your quiet knock, and less +than your loud knock. + +Indicating knock is valid + +If the value falls between those two values it’s a valid knock. Blink + +the yellow LED once and print the value of the knock to the serial + +monitor. + +Function returns true + +To let the main program know what the outcome of the +comparison is, you use the command return. You use the +return command, which also terminates the function: once it +executes, you return to the main program. + +Indicating invalid knock; + +function returns false + +If value is either too quiet or too loud, print it out to the serial +monitor and return false. + +Close up your function with one more bracket . + +USE IT + +When you first plug in the circuit to your Arduino, open the + +serial monitor. You should see the green LED turn on, and the + +servo will move to the unlocked position. + +The serial monitor should print out “The box is unlocked!”. + +You’ll probably hear the piezo make a small “click” when it first + +gets power. + +Try knocking soft and hard to see what sort of intensity knock + +triggers your function. You’ll know it’s working when the yel- + + 133 + +57 + + if(value > quietKnock && value < loudKnock){ + +58 + + digitalWrite(yellowLed, HIGH); + +59 + + delay(50); + +60 + + digitalWrite(yellowLed, LOW); + +61 + + Serial.print(“Valid knock of value “); + +62 + + Serial.println(value); + +63 + + return true; + +64 + + } + +65 + + else { + +66 + + Serial.print(“Bad knock value “); + +67 + + Serial.println(value); + +68 + + return false; + +69 + + } + +70 + +} + +low LED flashes and the serial monitor tells you you have a + +valid knock with its value. It will also let you know the number + +of knocks you have to go before unlocking the box. + +Once you’ve reached the right number of knocks, the red light + +will turn off, the green light will turn on, the servo will move + +90 degrees, and the serial monitor will let you know the lock + +is disengaged. + + 134 + +Project 12 +Knock Lock + +The values for your ideal knock may vary from the ones in the example. This de- + +pends on a number of different variables, like the type of surface the sensor is + +attached to and how sturdily it is fixed on there. Using the serial monitor and the + +AnalogInSerialOut example in the Arduino IDE, find an appropriate knock value for + +your setup. You can find a detailed explanation of that example here: + +arduino.cc/analogtoserial + +If you move the project into a box, you’ll need to make holes for the LEDs and + +the switch. You’ll also need to make a latch for the servo motor to spin into. It will + +probably also be helpful to have a hole to run your USB cable through to find out + +how sensitive your new environment is to knocks. + +You may need to rearrange your breadboard and Arduino, or solder the LEDs and + +switch to make them accessible to the exterior of your enclosure. Soldering is a + +process of joining two or more metal components together with an adhesive that + +is melted between the joint. If you’ve never soldered before, ask someone who has + +experience to help you out, or try practicing on some scrap wire before attempting + +with another device in this project. When you solder something, it’s meant to be a + +permanent connection, so be sure it’s something that’s ok to hack. +See arduino.cc/soldering for a good explanation of how to solder. + +❶ + +Cut 2 holes in your box: one on the side, and a second + +through the cover flap. Place the servo in the box so that + +the arm can move in and out of the holes when closed. + + 135 + +Writing your own functions not only allows you to control the flow of your code more + +easily, it also helps keep it readable as your projects become larger and larger. Over + +time, as you write more code, you may find you have a large number of functions you + +can re-use in different projects, making the process quicker and unique to your style + +of programming. + +This example simply counts the right number of knocks, no matter how long it takes. +You can start to make a more complex example by creating a timer with millis(). +Use the timer to identify if the knocks happen in a specific period of time. Look back + +at the Digital Hourglass Project for an example of how a timer works. You aren’t lim- + +ited to simply finding knocks in a specific range. You can look for complex patterns of + +knocks based on the amount of vibration and timing together. There are a number + +of examples online that talk about how to do this, search for “Arduino knock lock” to + +discover more examples of this type of project. + +Piezo elements can be used as inputs when wired up as +voltage dividers with a high value resistor. Designing a +function is an easy way to write code that can be reused +for specific tasks. + +❷ + +Secure the servo in place with some tape, again making sure + +the arm can easily rotate through the slot you made. + + 13 + +R +O +T +S +I +S +E +R + +M +H +O + +0 +2 +2 + +R +O +T +S +I +S +E +R + +M +H +O +G +E +M + +1 + +L +I +O +F + +L +A +T +E +M + +D +E +L + +INGREDIENTS + + + + + + + + 137 + +TOUCHY-FEELY +LAMP + +YOU WILL CREATE A LAMP THAT TURNS A LIGHT ON AND +OFF WHEN YOU TOUCH A PIECE OF CONDUCTIVE MATERIAL + +Discover: installing third party libraries, creating a touch sensor + +Time: 45 MINUTES +Level: + +Builds on projects: 1, 2, 5 + +You’ll be using the CapacitiveSensor library by Paul Badger for this project. This + +library allows you to measure the capacitance of your body. + +Capacitance is a measure of how much electrical charge something can store. + +The library checks two pins on your Arduino (one is a sender, the other a receiver), + +and measures the time it takes for them to have the same state. These pins will + +be connected to a metal object like aluminum foil. As you get closer to the object, + +your body will absorb some of the charge, causing it to take longer for the two + +pins to be the same. + +Preparing the library + +The most recent version of the CapacitiveSensor library is here: +arduino.cc/capacitive. Download the file to your computer +and unzip it. Open your Arduino sketch folder (it will be in your + +“Documents” folder by default). In the folder, create a new di- + +rectory named “libraries”. Place the CapacitiveSensor folder you + +unzipped in this folder and restart the Arduino software. + +Click the File>Examples menu in the Arduino software, and you’ll + +see a new entry for “CapacitiveSensor”. The library you added + +included an example project. Open the CapacitiveSensorSketch + +example and compile it. If you don’t get any errors, you’ll know + +you installed it correctly. + +For more information on libraries: + +arduino.cc/en/Reference/Libraries + + 138 + +Project 13 +Touchy-feely Lamp + +BUILD THE +CIRCUIT + +Fig. 1 + +Fig. 2 + + 139 + +❶ + +❷ + +Connect an LED to pin 12, and connect the cathode to ground + +through a 220-ohm resistor as shown. + +Connect digital pins 2 and 4 to your breadboard. Connect the + +two pins with a 1-megahom resistor. In the same row as pin 2, + +insert a long wire (8-10cm at least) that extends away from the + +breadboard, not connected to anything on the other end. This + +will become your touch sensor. + +There’s no need to supply 5V to your +breadboard in this project. Digital pin +4 supplies the current to the sensor. + +Just like with other LED projects, diffusing the light will make this much more at- + +tractive. Ping pong balls, little lampshades from paper or plastic, whatever you have + +handy will work. + +You can hide the sensor behind something solid and it will still work. Capacitance + +can be measured through non-conductive materials like wood and plastic. Increas- + +ing the surface area of the sensor with a larger conductive surface will make it more + +sensitve; try connecting aluminum foil, or copper mesh to your wire. You could + +make a base for the lamp out of cardboard, thin wood, or cloth, and line the inner + +surface with foil attached to your sensor wire. The whole base of the lamp would + +then act as a touch sensor. Update the threshold variable in the code when you + +make these changes to ensure that you’re still getting a reliable result. + + 140 + +Project 13 +Touchy-feely Lamp + +THE CODE + +Import the CapacitiveSensor + +At the beginning of your program, include the CapacitiveSensor + +library + +library. You include it the same way you would a native Arduino +library like the Servo library in the earlier projects. +Create a named instance of the library. When you use this library, + +you tell the instance what pins it will be using to send and receive + +information. In this case, pin 4 sends to the conductive sensor + +material through the resistor, and pin 2 is the sense pin. + +Set up the threshold + +Set up a variable for the sensing threshold at which the lamp + +will turn on. You’ll change this number after you test the sensor’s + +Sensing touch + +functionality. + +Then define the pin your LED will be on. + +In the setup() function, open a Serial connection at 9600 bps. +You’ll use this to see the values the sensor reads. Also, make your +ledPin an OUTPUT. + +In the loop() function, create a variable of type long to hold the +sensor’s value. The library returns the sensor value using a com- +mand called CapacitiveSensor() that takes an argument +identifying the number of samples you want to read. If you read + +only a few samples, it’s possible you’ll see a lot of variation in the + +sensor. If you take too many samples, you could introduce a lag + +as it reads the sensor multiple times. 30 samples is a good start- + +ing value. Print the sensor value to the serial monitor. + +Lamp control + +With an if()...else statement, check to see if the sensor +value is higher than the threshold. If it is, turn the LED on. If it is + +not, turn it off. + +Then add a small delay() before ending the loop(). + + 141 + +1 + +2 + +3 + +4 + +5 + +6 + +7 + +8 + +#include + +CapacitiveSensor capSensor = CapacitiveSensor(4,2); + +int threshold = 1000; + +const int ledPin = 12; + +void setup() { + + Serial.begin(9600); + + pinMode(ledPin, OUTPUT); + +} + +9 + +void loop() { + +10 + + long sensorValue = capSensor.capacitiveSensor(30); + +11 + + Serial.println(sensorValue); + +12 + + if(sensorValue > threshold) { + +13 + + digitalWrite(ledPin, HIGH); + +14 + + } + +15 + + else { + +16 + + digitalWrite(ledPin, LOW); + +17 + + } + +18 + + delay(10); + +19 + +} + + + 142 + +Project 13 +Touchy-feely Lamp + +USE IT + +After programming the Arduino, you’ll want to find out what + +the sensor values are when it’s touched. Open the serial moni- + +tor and note the value coming from the sensor when you’re not + +touching it. Press gently on the bare wire you have exposed from + +your breadboard. The number should increase. Try pressing more + +firmly and see if it changes. + +Once you have an idea of the range of values you’re getting from + +the sensor, go back to the sketch and change the threshold vari- + +able to a number that is greater than the sensor’s value when + +it is not touched, but less than its value when pressed. Upload + +the sketch with the new value. The light should come on reliably + +when you touch the wire, and turn off when it’s left alone. If you + +aren’t getting the light to turn on, try lowering the threshold a + +little more. + +You probably noticed that the values from the sensor changed depending on how + +much of your finger was touching the conductor. Can you use this to get other + +interactions with the LED? What about multiple sensors for fading the light brighter + +and darker? If you place a different value resistor between pins 2 and 4 it will change + +the sensitivity. Is this useful for your interface? + +Third party libraries like Paul Badger’s CapacitiveSensor are +useful tools for expanding the capabilities of the Arduino. +Once installed, they behave similarly to libraries that are +bundled with the core software. + + 14 + +R +E +T +E +M +O +I +T +N +E +T +O +P + +INGREDIENTS + + 145 + +TWEAK THE +ARDUINO LOGO + +USING SERIAL COMMUNICATION, YOU’LL USE YOUR +ARDUINO TO CONTROL A PROGRAM ON YOUR COMPUTER + +Discover: serial communication with a computer program, + +Processing +Time: 45 MINUTES +Level: + +Builds on projects: 1, 2, 3 + +You’ve done a lot of cool stuff with the physical world, now it’s time to control + +your computer with your Arduino. When you program your Arduino, you’re + +opening a connection between the computer and the microcontroller. You can + +use this connection to send data back and forth to other applications. + +The Arduino has a chip that converts the computer’s USB-based communication + +to the serial communication the Arduino uses. Serial communication means that + +the two computers, your Arduino and PC, are exchanging bits of information + +serially, or one after another in time. + +When communicating serially, computers need to agree on the speed at which + +they talk to one another. You’ve probably noticed when using the serial monitor + +there’s a number at the bottom right corner of the window. That number, 9600 +bits per second, or baud, is the same as the value you’ve declared using Serial. +begin(). That’s the speed at which the Arduino and computer exchange data. +A bit is the smallest amount of information a computer can understand. + +You’ve used the serial monitor to look at values from the analog inputs; you’ll + +use a similar method to get values into a program you’re going to write in a +programming environment called Processing. Processing is based on Java, and +Arduino’s programming environment is based on Processing’s. They look pretty + +similar, so you should feel right at home there. + +Before getting started with the project, download the latest version of Processing +from processing.org. It may be helpful to look at the “Getting started” and +“Overview” tutorials at processing.org/learning. These will help you to familiarize +yourself with Processing before you start writing software to communicate with + +your Arduino. + + 146 + +Project 14 +Tweak the Arduino Logo + +The most efficient way to send data between the Arduino and Processing is by +using the Serial.write() function in Arduino. It’s similar to the Serial. +print() function you’ve been using in that it sends information to an attached +computer, but instead of sending human readable information like numbers and + +letters, it sends values between 0-255 as raw bytes. This limits the values that the + +Arduino can send, but allows for quick transmission of information. + +On both your computer and Arduino, there’s something called the serial buffer + +which holds onto information until it is read by a program. You’ll be sending bytes + +from the Arduino to Processing’s serial buffer. Processing will then read the bytes + +out of the buffer. As the program reads information from the buffer, it clears space + +for more. + +When using serial communication between devices and programs, it’s important + +that both sides not only know how fast they will be communicating, but also + +what they should be expecting. When you meet someone, you probably expect a + +“Hello!”; if instead they say something like “The cat is fuzzy”, chances are you will be + +caught off guard. With software, you will need to get both sides to agree on what + +is sent and received. + +Fig. 1 + + 147 + +BUILD THE +CIRCUIT + +❶ +❷ + +Connect power and ground to your breadboard. + +Connect each end of your potentiometer to power and ground. + +Connect the middle leg to analogIn pin 0. + +Fig. 2 + +Fig. 3 + + 148 + +Project 14 +Tweak the Arduino Logo + +THE ARDUINO +CODE + +Open a serial connection + +First, program your Arduino. In setup(), you’ll start serial +communication, just as you did earlier when looking at the values + +from an attached sensor. The Processing program you write will + +have the same serial baud rate as your Arduino. + +Send the sensor value + +In the loop(), you’re going to use the Serial.write() +command to send information over the serial connection. +Serial.write() can only send a value between 0 and 255. To +make sure you’re sending values that fit within that range, divide + +the analog reading by 4. + +Let the ADC stabilize + +After sending the byte, wait for one millisecond to let the ADC + +settle down. Upload the program to the Arduino then set it aside + +while you write your Processing sketch. + +THE PROCESSING +CODE + +Import the set up the serial + +The Processing language is similar to Arduino, but there are + +object + +enough differences that you should look at some of their + +tutorials and the “Getting Started” guide mentioned before to + +familiarize yourself with the language. + +Open a new Processing sketch. Processing, unlike the Arduino, + +doesn’t know about serial ports without including an external + +library. Import the serial library. + +You need to create an instance of the serial object, just like you’ve + +done in Arduino with the Servo library. You’ll use this uniquely + +named object whenever you want to use the serial connection. + +Create an object for the + +To use images in Processing, you need to create an object that + +image + +will hold the image and give it a name. + + 149 + +SAVE AND CLOSE THE +ARDUINO IDE NOW, +LET’S START +PROCESSING. + +1 + +2 + +3 + +4 + +5 + +6 + +7 + +1 + +2 + +void setup() { + + Serial.begin(9600); + +} + +void loop() { + + Serial.write(analogRead(A0)/4); + + delay(1); + +} + +import processing.serial.*; + +Serial myPort; + +3 + +PImage logo; + + 150 + +Project 14 +Tweak the Arduino Logo + +Variable to store the + +background color + +Create a variable that will hold the background hue of the Arduino + +logo. The logo is a .png file, and it has built-in transparency, so it’s + +possible to see the background color change. + +Processing has a setup() function, just like Arduino. Here’s +where you’ll open the serial connection and give the program a + +couple of parameters that will be used while it runs. + +Setting the color mode + +You can change the way Processing works with color information. + +Typically, it works with colors in a Red Green Blue (RGB) fashion. + +This is similar to the color mixing you did in Project 4, when you + +used values between 0 and 255 to change the color of an RGB + +LED. In this program, you’re going to use a color mode called + +HSB, which stands for Hue, Saturation, and Brightness. You’ll + +change the hue when you turn the potentiometer. + +colorMode() takes two arguments: the type of mode, and the +maximum value it can expect. + +Loading the image + +To load the Arduino image into the sketch, read it into the logo + +Printing available serial + +ports + +Creating the serial object + +object you created earlier. When you supply the URL of an image, + +Processing will download it when you run the program. +With the size() function, you tell Processing how large the +display window will be. If you use logo.width and logo. +height as the arguments, the sketch will automatically scale to +the size of the image you’re using. + +Processing has the ability to print out status messages using the +println() command. If you use this in conjunction with the +Serial.list() function, you’ll get a list of all the serial ports +your computer has when the program first starts. You’ll use this once + +you’re finished programming to see what port your Arduino is on. + +You need to tell Processing information about the serial +connection. To populate your named serial object myPort with +the necessary information, the program needs to know it is a + +new instance of the serial object. The parameters it expects are + +which application it will be speaking to, which serial port it will + +communicate over, and at what speed. + + 151 + +4 int bgcolor = 0; + +5 + +void setup() { + +6 + + colorMode(HSB, 255); + +7 + +8 + + logo = loadImage(“http://arduino.cc/logo.png”); + + size(logo.width, logo.height); + +9 + + println(“Available serial ports:”); + +10 + + println(Serial.list()); + +11 + + myPort = + + new Serial(this, Serial.list()[0], 9600); + +12 + +} + + + 152 + +Project 14 +Tweak the Arduino Logo + +The attribute this tells Processing you’re going to use the serial +connection in this specific application. The Serial.list() +[0] argument specifies which serial port you’re using. Serial. +list() contains an array of all the attached serial devices. The +argument 9600 should look familiar, it defines the speed at +which the program will communicate. + +The draw() function is analogous to Arduino’s loop() in that +it happens over and over again forever. This is where things are + +drawn to the program’s window. + +Reading Arduino data from + +the serial port + +Check if there is information from the Arduino. The myPort. +available() command will tell you if there is something in +the serial buffer. If there are bytes there, read the value into the +bgcolor variable and print it to the debug window. + +Setting the image + +background and displaying + +The function background() sets the color of the window. It +takes three arguments. The first argument is the hue, the next + +the image + +is brightness, and the last is saturation. Use the variable bgcolor + +as the hue value, and set the brightness and saturation to the + +maximum value, 255. +You’ll draw the logo with the command image(). You need +to tell image() what to draw, and what coordinates to start +drawing it in the window. 0,0 is the top left, so start there. + +USE IT + +Connect your Arduino and open the serial monitor. Turn the + +pot on your breadboard. You should see a number of charac- + +ters as you twist the knob. The serial monitor expects ASCII + +characters, not raw bytes. ASCII is information encoded to + +represent text in computers. What you see in the window is + +the serial monitor trying to interpret the bytes as ASCII. + +When you use Serial.println(), you send information +formatted for the serial monitor. When you use Serial. +write(), like in this application you are running now, you’re +like Processing can +sending + +information. Programs + +raw + +understand these raw bytes. + + 153 + +13 + +void draw() { + +14 + + if (myPort.available() > 0) { + +15 + + bgcolor = myPort.read(); + +16 + + println(bgcolor); + +17 + + } + +18 + + background(bgcolor, 255, 255); + +19 + +image(logo, 0, 0); + +20 + +} + + 154 + +Project 14 +Tweak the Arduino Logo + +Close the serial monitor. Run the Processing sketch by press- + +ing the arrow button in the Processing IDE. Look at the Pro- + +cessing output window. You should see a list similar to the + +figure below. + +This is a list of all the serial ports on your computer. If you’re + +using OSX, look for a string that says something like “/dev/ + +tty.usbmodem411”, it will most likely be the first element in + +the list. On Linux, it may appear as “/dev/ttyUSB0”, or simi- + +lar. For Windows, it will appear as a COM port, the same one + +you would use when programming the board. The number in +front of it is the Serial.list()[] array index. Change the +number in your Processing sketch to match the correct port + +on your computer. + +Restart the Processing sketch. When the program starts run- + +ning, turn the potentiometer attached to the Arduino. You + +should see the color behind the Arduino logo change as you + +turn the potentiometer. You should also see values printing + +out in the Processing window. Those numbers correspond to + +the raw bytes you are sending from the Arduino. + + 155 + +Once you have twisted and turned to your heart’s desire, try replacing the pot + +with an analog sensor. Find something you find interesting to control the color. + +What does the interaction feel like? It’s probably different than using a mouse or + +keyboard, does it feel natural to you? + +When using serial communication, only one application can talk to the Arduino at a + +time. So if you’re running a Processing sketch that is connected to your Arduino, you + +won’t be able to upload a new Arduino sketch or use the serial monitor until you’ve + +closed the active application. + +With Processing and other programming environments, you can control media on + +your computer in some remarkable and novel ways. If you’re excited about the pos- + +sibilities of controlling content on your computer, take some time to experiment + +with Processing. There are several serial communication examples in both the Pro- + +cessing and Arduino IDEs that will help you explore further. + +Serial communication enables the Arduino to talk with +programs on a computer. Processing is an open source +programming environment that the Arduino IDE is based +upon. It’s possible to control a Processing sketch with the +Arduino via serial communication. + + 15 + +R +O +T +S +I +S +E +R + +M +H +O + +0 +2 +2 + +R +E +L +P +U +O +C +O +T +P +O + +INGREDIENTS + + + + 157 + +HACKING +BUTTONS + +GET CONTROL OF OTHER COMPONENTS AROUND YOU. +USING SOME ADDITIONAL CIRCUITRY, YOU CAN “PRESS” +BUTTONS WITH YOUR ARDUINO + +Discover: optocoupler, connecting with other components + +Time: 45 MINUTES +Level: + +Builds on projects: 1, 2, 9 + +Warning: You’re no longer a beginner if you’re doing this project. You’ll be opening + +up an electronic device and modifying it. You’ll void your device’s warranty, and if + +you’re not careful, you might damage the device. Make sure you’re familiar with + +all the electronics concepts in the earlier projects before you attempt this one. We + +recommend you use inexpensive items you don’t mind damaging for your first few + +projects, until you develop experience and confidence. + +While the Arduino can control a lot of things, sometimes it’s easier to use tools + +that are created for specific purposes. Perhaps you want to control a television + +or a music player, or drive a remote control car. Most electronic devices have a + +control panel with buttons, and many of those buttons can be hacked so that + +you can “press” them with an Arduino. Controlling recorded sound is a good + +example. If you wanted to record and play back recorded sound, it would take + +a lot of effort to get the Arduino to do that. It’s much easier to get a small + +device that records and plays back sound, and replace its buttons with outputs + +controlled by your Arduino. + +Optocouplers are integrated circuits that allow you to control one circuit from +a different one without any electrical connection between the two. Inside an + +optocoupler is an LED and a light detector. When the LED in the optocoupler + +is turned on by your Arduino, the light detector closes a switch internally. The + +switch is connected to two of the output pins (4 and 5) of the optocoupler. + +When the internal switch is closed, the two output pins are connected. When the + +switch is open, they’re not connected. This way, it’s possible to close switches on + +other devices without connecting them to your Arduino. + + 158 + +Project 15 +Hacking Buttons + +In this example, the diagrams are for controlling a digital recording module that allows you to + +record and playback 20 seconds of sound, but the basic premise holds for any device that has + +a switch you can access. While it’s possible to use this example without soldering any wires, it + +certainly makes things easier. For more information on soldering, see p. 134. + +BUILD THE +CIRCUIT + +Fig. 1 + +Fig. 2 + + 159 + +❶ +❷ + +❸ + +❹ + +❺ + +❻ + +❼ + +❽ + +Connect ground to your breadboard through the Arduino. + +Place the optocoupler on your breadboard so that it straddles + +the center of the board (see circuit diagram). + +Connect pin 1 on the optocoupler to Arduino pin 2 in series with + +a 220-ohm resistor (remember, you’re powering an LED inside, +you don’t want to burn it out). Connect pin 2 of the optocou- + +pler to ground. + +On the main board of the sound module there are a number of + +electrical components, including a playback button. + +To control the switch, you’re going to have to remove the but- + +ton. Flip the circuit board over and find the tabs that hold the + +button in place. Gently bend the tabs back and remove the but- + +ton from the board. + +Under the button are two small metal plates. This pattern is + +typical of many electronic devices with pushbuttons. The two + +“forks” of this pattern are the two sides of the switch. A small + +metal disc inside the pushbutton connects these two forks + +when you press the button. + +When the forks are connected, the switch is closed on the circuit + +board. You will be closing the switch with the optocoupler. + +This method, closing a switch with an optocoupler, works only if + +one of the two sides of the pushbutton’s switch is connected to + +ground on your device. If you’re not sure, take a multimeter and + +measure the voltage between one of the forks and the ground +on your device. You need to do this with the device turned on, so + +be careful not to touch anywhere else on the board. + +Once you know which fork is ground, disconnect the power to + +your device. + +Next, connect one wire to each of the small metal plates. If you + +are soldering these wires, be careful to not join the two sides + +of the switch together. If you are not soldering and using tape, + +make sure your connection is secure, or the switch won’t close. + +Make sure neither wire connects to the other fork, or your switch + +will be closed all the time. + +Attach the two wires to pins 4 and 5 of the optocoupler. Connect + +the side of the switch that is grounded to pin 4 of the optocou- + +pler. Connect the other fork to pin 5 of the optocoupler. + + 160 + +Project 15 +Hacking Buttons + +THE CODE + +Name a constant + +Most of the fun with this project is in the circuit and the + +optocoupler. The code is similar to the first project you made + +with the Arduino. You’re going to play the sound once every 20 +seconds by turning pin 2 HIGH. +Create a constant for the optocoupler control pin. + +Configure the pin direction + +In setup(), set the optocoupler pin into an output. + +Pull the pin high and low + +The loop() turns optoPin HIGH for a few milliseconds, long +enough for the optocoupler to close the switch on the device. +Then the optoPin becomes LOW. + +Wait for a little while + +Wait for 21 seconds for the whole message to play back before +starting the loop() again. + +USE IT + +Attach the battery to the sound recorder. Press and hold the + +record button on the device. While you’re holding the button, + +you can record audio into the microphone. Use your voice, the + +cat, or the pots and pans in the kitchen to make some noise + +(but be careful with the cat). + +Once you’ve satisfactorily recorded a sound, power your Ar- + +duino with the USB cable. Your recording should start to play. + +If you recorded for the full 20 seconds, the sound should start + +again just a few moments after it ends. + +Try experimenting with different sounds and durations of toggling the playback +with the delay() in your program. +If you trigger the switch while a sound is playing, it will stop. How can you take + +advantage of this to create unique sequences of sounds? + + 161 + +1 const int optoPin = 2; + +2 + +3 + +4 + +5 + +6 + +7 + +8 + +void setup(){ + + pinMode(optoPin, OUTPUT); + +} + +void loop(){ + + digitalWrite(optoPin, HIGH); + + delay(15); + + digitalWrite(optoPin, LOW); + +9 + + delay(21000); + +10 + +} + +Integrated circuits are in virtually every electronic device. The large 28 pin chip on + +your Arduino is an IC that houses the brains of the board. There are other ICs that + +support this one with communication and power. The optocoupler and main chip on +the Arduino are Dual In-line Package (DIP) chips. These DIP chips are the kind that +most hobbyists use because they easily fit in a breadboard and don’t have to be per- + +manently soldered to be used. + +The project example only played sound back at a regular interval. How could you + +incorporate the inputs from earlier projects to trigger these sounds? What other + +battery powered things do you have around the house that need an Arduino to con- + +trol them? This technique of controlling an electronic device with an optocoupler by + +connecting to the two sides of a switch can be used in many other devices. What + +other devices do you want to control? + +Optocouplers can control devices that are on a different +circuit. The two circuits are electrically separated from each +other inside the component. + + A/Z + +Accelerometer - + +Actuator - + +Direct current - + +Drain (transistor) - + +Period - + +Photocell - + +Alternating current - + +Dual In-line Package (DIP) - + +Photoresistor - + +Amperage (amps or amperes) - + +Duty cycle - + +Analog - + +Electricity - + +Analog-to-Digital Converter + +Float - + +Function - + +Gate - + +Phototransistor - + +Polarized - + +Power supply - + +Processing - + +Pseudocode - + +(ADC) - + +Anode - + +Argument - + +Array - + +Back-voltage - + +Baud - + +Binary - + +Bit - + +Boolean - + +Byte - + +Calibration - + +Capacitance - + +Cathode - + +Circuit - + +Global variable - + +Pulse Width Modulation + +Ground - + +IDE - + +Index - + +Induction - + +Instance - + +Insulator - + +Int - + +(PWM) - + +Resistance - + +Sensor - + +Serial buffer - + +Serial communication - + +Serial monitor - + +Series - + +Integrated Circuit (IC)- + +Short circuit - + +Library - + +Load - + +Sketch - + +Soldering - + +Local variable - + +Source (transistor) - + +Common cathode LED - + +Long - + +Conductor - + +Constant - + +Current - + +Datasheet - + +Datatype - + +Debugging - + +Microcontroller - + +Millisecond - + +Object - + +Ohm - + +Ohm’s Law - + +Optocoupler - + +Decoupling capacitors - + +Parallel - + +Square wave - + +Switch - + +Transducer - + +Transistor - + +Unsigned - + +USB - + +Variable - + +Voltage - + +Digital - + +Parameter - + +Voltage divider - + +GLOSSARY + + 163 + +GLOSSARY + +THERE ARE A NUMBER OF NEW TERMS + +YOU’VE LEARNED IN THESE PROJECTS. + +WE’VE COLLECTED THEM ALL HERE FOR + +REFERENCE + +A + +Accelerometer - A sensor that measures ac- +celeration. Sometimes, they are used to detect + +Analog-to-Digital Converter (ADC) - A circuit +that converts an analog voltage into a digital + +orientation, or tilt. + +Actuator - A type of component that changes +electrical energy into motion. Motors are a type + +of actuator. + +Alternating current - A type of current where +electricity changes its direction periodically. + +This is the sort of electricity that comes out of + +a wall socket. + +number representing that voltage. This circuit + +is built-in to the microcontroller, and is con- +nected to the analog input pins A0-A5. Con- + +verting an analog voltage into a digital number + +takes a tiny bit of time, so we always follow the + +analogRead() with a short delay(). + +Anode - The positive end of a capacitor or diode +(remember that an LED is a type of diode). + +Amperage (amps or amperes) - The amount of +electrical charge flowing past a specific point + +Argument - A type of data supplied to a func- +tion as an input. For example, for digitalRead() + +to know what pin to check, it takes an argu- + +in your circuit. Describes the current as it flows + +ment in the form of a pin number. + +through a conductor, like a wire. + +Analog - Something that can continuously vary +over time. + +Array - In programming, this is a group of vari- +ables that are identified by one name, and ac- + +cessed by an index number. + + 164 + +Glossary + +B + +Back-voltage - Voltage that pushes back +against the current that created it. It can be + +created by motors spinning down. This can + +damage circuits, which is why diodes are often + +used in conjunction with motors. + +Baud - Shorthand for “bits per second”, signify- +ing the speed at which computers are commu- + +nicating with each other. + +Binary - A system with only two states, like +true/false or off/on. + +Bit - The smallest piece of information a com- +puter can send or receive. It has two states, 0 + +and 1. + +Cathode - The end of a capacitor or diode that +typically connects to ground. + +Circuit - A circular path from a power supply, +through a load, and then back again to the + +other end of the power supply. Current flows + +in a circuit only if it is closed, that is, if the out- +going and return path are both uninterrupted, + +or closed. If either path is interrupted, or open, + +then current will not flow through the circuit. + +Common cathode LED - Types of LEDs that +have multiple colors in one fixture, with one + +cathode and multiple anodes. + +Conductor - Something that enables electricity +to flow, like a wire. + +Constant - A named identifier that cannot +change its value in a program. + +Boolean - A datatype that indicates if some- +thing is true or false. + +Current - The flow of electrical charge through a +closed circuit. Measured in amps. + +Byte - 8 bits of information. A byte can hold a +number between 0 and 255. + +D + +C + +Calibration - The process of making adjustments +to certain numbers or components to get the + +best results from a circuit or program. In Arduino + +projects, this is often used when sensors in the + +real world may give different values in different + +circumstances, for instance the amount of light + +on a photoresistor. Calibration can be automatic, + +as in Project 6, or manual, as in Project 3. + +Capacitance - The ability of something to +hold an electrical charge. This charge can be + +measured with the Capacitive Sensor library, + +as seen in Project 13. + +Datasheet - A document written by engineers +for other engineers that describes the design + +and functionality of electrical components. + +Typical information in a datasheet includes the + +maximum voltage and current a component + +requires, as well as an explanation of the func- + +tionality of the pins. + +Datatype - A classification system that deter- +mines what values a particular constant, varia- + +ble, or array will hold. Int, float, long and boolean + +are all types that can be used in Arduino. + +Debugging - The process of going through a cir- +cuit or code, and finding errors (also referred as + +“bugs”), until the expected behavior is achieved. + + 165 + +Decoupling capacitors - Capacitors that are +used to regulate spikes and dips in voltage, of- + +ten placed close to a sensor or actuator. + +G + +Digital - A system of discrete values. As Arduino +is a type of digital device, it only knows of two + +discrete states, off and on, nothing in between. + +Direct current - A type of current which always +flows in the same direction. All the projects in + +this kit use direct current. + +Drain (transistor) - The pin that connects to the +higher current/voltage load to be controlled. + +Dual In-line Package (DIP) - A type of packaging +for integrated circuits that allows the compo- + +nents to be easily inserted into a breadboard. + +Gate - The pin on a transistor that is connected +to the Arduino. When the gate is turned on, + +by applying 5V, it closes the junction between + +drain and source, completing the circuit it is +connected to. + +Global variable - A named variable that can be +accessed anywhere inside your program. It is + +declared before the setup() function. + +Ground - The point of a circuit where there is 0 +potential electrical energy. Without a ground, + +electricity will not have a place to flow in a + +circuit. + +Duty cycle - A ratio indicating the amount of +time over a certain period that a component + +is turned on. When using a PWM value of 127 + +I + +(out of a total of 256), you’re creating a 50% + +duty cycle. + +E + +IDE - Stands for “Integrated Development En- +vironment”. The Arduino IDE is the place where + +you write software to upload to the Arduino. It + +contains all the functions the Arduino can un- + +derstand. Other programming environments, + +like Processing, have their own IDE. + +Electricity - A type of energy generated by +electric charges. You can use electronic com- + +Index - The number supplied to an array that +indicates which element you’re referring to. + +ponents to change electricity to other forms of + +Computers are zero-indexed, which means + +energy, like light and heat. + +F + +Float - A datatype that can be expressed as a +fraction. This entails the use of decimal points + +for floating point numbers. + +they start counting at 0 instead of 1. To access + +the third element in an array named tones, for + +example, you would write tones[2]. + +Induction - The process of using electrical en- +ergy to create a magnetic field. This is used in + +motors to spin them around. + +Instance - A copy of a software object. You’re +using instances of the Servo library in Projects 5 + +Function - A block of code that executes a spe- +cific task repeatedly. + +and 12, in each case, you’re creating a named in- + +stance of the Servo library to use in the project. + + 166 + +Glossary + +Insulator - Something that prevents electricity +from flowing. Conductive materials like wires + +are often covered in insulators like rubber. + +is a small computer that you will program to lis- + +ten for, process, and display information. + +Int - A datatype that holds a whole number be- +tween −32,768 and 32,767. + +Integrated Circuit (IC) - A circuit that has been +created on a tiny piece of silicon and embedded + +in plastic (or epoxy). Pins, or legs, protruding + +from the body allow you to interact with the + +circuit inside. Very often we can make good use + +of an IC knowing only what to connect to the + +pins without having to understand how it func- + +tions internally. + +L + +Library - A piece of code that expands the func- +tionality of a program. In the case of Arduino li- + +Millisecond - 1/1,000th of a second. The Arduino +goes through its programs so fast, when call- + +ing delay() and other time based functions, it’s + +done in milliseconds. + +O + +Object - An instance of a library. When using the +Servo library, were you to create an instance + +named myServo, myServo would be the object. + +Ohm - Unit of measurement of resistance. Rep- +resented by the omega symbol (Ω). + +Ohm’s Law - A mathematical equation that +demonstrates the relationship between resist- + +ance, current and voltage. Usually stated as V + +braries, they either enable communication with + +(voltage) = I (current) x R (resistance). + +a particular piece of hardware, or are used for + +manipulating data. + +Load - A device that turns electrical energy into +something else, such as light, heat, or sound. + +Local variable - A type of variable that is used +for a short amount of time, then forgotten. A + +Optocoupler - Also known as an opto-isolator, +photo-coupler, photo-isolator, photo-switch, + +and opto-switch. An LED is combined in a + +sealed case with a phototransistor. The LED is + +positioned to illuminate the phototransistor, so +that when the LED is turned on, the phototran- + +sistor will conduct. Used to provide a high de- + +variable declared inside the setup() of a pro- + +gree of isolation as there is no electrical con- + +gram would be local: after the setup() finished + +nection common to the input and the output. + +running, the Arduino would forget that the vari- + +able ever existed. + +Long - A datatype that can hold a very large +number, from −2,147,483,648 to 2,147,483,647. + +P + +M + +Parallel - Components connected across the +same two points in a circuit are in parallel. Par- + +allel components always have the same voltage + +drop across them. + +Microcontroller - The brains of the Arduino, this + +Parameter - When declaring a function, a + + 167 + +named parameter serves as the bridge between + +the local variables in the function, and the argu- + +Pseudocode - A bridge between writing in a +computer programming language and using + +ments it receives when the function is called. + +natural speech. When creating pseudocode, it’s + +Period - A specific span of time in which some- +thing happens. When the period changes, + +you’re adjusting the frequency at which some- +thing will occur. + +Photocell - A device for converting light energy +to electrical energy. + +helpful to write in short declarative statements. + +Pulse Width Modulation (PWM) - A way to sim- +ulate an analog output when using a digital de- +vice, PWM involves turning a pin on and off at a + +very rapid rate.The ratio of ON time to OFF time + +determines the simulated analog result. + +Photoresistor - A resistive device whose resist- +ance varies according to how much light falls + +on it. + +R + +Phototransistor - A transistor which is con- +trolled by light rather than by current. + +Resistance - A measure of how efficiently a +material will conduct electricity. In particular, + +resistance can be calculated by Ohm’s Law as: + +Polarized - The leads of polarized components +(e.g. LEDs or capacitors) have different func- + +tions, and thus must be connected the right + +way. Polarized components connected the + +wrong way might not work, might be damaged, + +or might damage other parts of your circuit. + +Non-polarized components (e.g. resistors) can + +be connected either way. + +R = V/I. + +S + +Sensor - A component that measures one form +of energy (like light or heat or mechanical en- + +ergy) and converts it to electrical energy, which + +the Arduino can understand. + +Power supply - A source of energy, usually a bat- +tery, transformer, or even the USB port of your + +computer. Comes in many varieties such as + +Serial buffer - A place in your computer’s and +microcontroller’s memory where information + +regulated or unregulated, AC or DC. Usually the + +received in serial communication is stored until + +voltage is specified, along with the maximum + +it is read by a program. + +current the supply can deliver before failing. + +Processing - A programming environment +based on the Java language. Used as a tool to + +Serial communication - The means by which +the Arduino communicates with computers + +and other devices. It involves sending one bit of + +introduce people to the concepts of program- + +information at a time in a sequential order. The + +ming, and in production environments. + +Arduino has a USB-to-serial converter onboard, + +The Arduino IDE is written in Processing, and so + +which enables it to talk with devices that don’t + +will look very familiar. In addition, Processing + +have a dedicated serial port. + +and Arduino share a similar philosophy and mo- + +tive, of creating free open source tools allowing + +non-technical people to work with hardware + +and software. + +Serial monitor - A tool built in to the Arduino +IDE allowing sending and receiving serial data + +to and from a connected Arduino. See the + + 168 + +Glossary + +Serial() set of functions. + +Series - Components are in series when current +flows from the first into the next. The current + +device which can act as either an amplifier or + +a switch. A control voltage or current between + +two leads controls a (usually) higher voltage or + +current between a different pair of leads. Com- + +flowing through both is the same, and the volt- + +mon types of transistors include the Bipolar + +age drops across each component. + +Junction Transistor (BJT) and the Metal Oxide + +Short circuit - A short circuit between power +and ground will make your circuit stop work- + +Semiconductor Field Effect Transistor (MOS- +FET). Often used to allow a small current from + +an Arduino (limited to 40 mA) to control sub- + +ing and thus should be avoided. In some cases + +stantially larger currents, such as those needed + +this might damage your power supply or parts + +by motors, relays, or incandescent lamps. De- + +of your circuit, and rare cases might start a fire. + +pending on how they are constructed, transis- + +Sketch - The term given to programs written in +the Arduino IDE. + +tors are either N-channel or P-channel, which + +determines how they should be connected. + +Soldering - The process of making an electri- +cal connection by melting solder over electrical + +components or wires that are to be connected. + +U + +This provides a solid connection between com- + +ponents. + +Unsigned - A term used to describe some data- +types, indicating that they cannot be a negative + +number. It’s helpful to have an unsigned num- + +Source (transistor) - The pin on a transistor that +connects to ground. When the gate receives + +ber if you only need to count in one direction. + +For instance, when keeping track of time with + +power, the source and drain are connected, + +millis(), it’s advisable to use the unsigned long + +completing the circuit that is being controlled. + +datatype. + +Square wave - A type of waveform that is iden- +tified by having only two states, on and off. +When used to generate tones, they can sound + +USB - Stands for Universal Serial Bus. It’s a ge- +neric port that is standard on most computers +today. With a USB cable, it’s possible to program + +“buzzy”. + +and power an Arduino over a USB connection. + +Switch - A component that can open or close an +electrical circuit. There are many different kinds of + +switches; the ones in the kit are momentary mean- + +ing, they only close the circuit while being pressed. + +V + +T + +Transducer - Something that changes one form +of energy into another. + +Variable - A place in your computer’s or mi- +crocontroller’s memory for storing informa- + +tion needed in a program. Variables store + +values which are likely to change as your pro- + +gram runs. A variable’s type depends on the + +type of information you want to store, and + +the maximum size of the information; for + +Transistor - A 3 terminal (usually) electronic + +example, a byte can store up to 256 differ- + + 169 + +ent values, but an int can store up t 65,536 + +different values. Variables can be local to a + +particular block of code, or global to an entire + +program. (see Global variable, Local variable). + +Voltage - A measure of potential energy, that +a charge might be pushed with if provided a +closed circuit. + +Voltage divider - A type of circuit that provides +an output that is a fraction of its input voltage. + +You are building a voltage divider when you + +combine a photoresistor with a fixed resistor + +to provide an analog input. A potentiometer is + +another example of a voltage divider. + + 170 + +Further Reading + +FURTHER +READING + +Getting Started with Arduino by Massimo Banzi +[O’Reilly Media / Make, 2011]. The definitive + +introduction to Arduino. + +Getting Started with Processing by Casey Reas +and Ben Fry [O’Reilly Media / Make, 2010]. This +short guide to the Processing programming + +environment tells you more about how to pro- + +gram graphics, sounds, and multimedia on your + +computer. + +Making Things Talk, 2nd Edition by Tom Igoe +[O’Reilly Media / Make, 2011]. Written for more + +experienced Arduino users, this book gives you + +many techniques for communicating between + +Arduino microcontrollers and other devices on + +the internet, and beyond. + +Learning Processing: A Beginner’s Guide to Pro- +gramming Images, Animation, and Interaction +by Daniel Shiffman [Morgan Kaufman, 2009]. +An in-depth introduction to programming us- + +ing Processing, for beginners of all ages. + +Getting Started with RFID by Tom Igoe [O’Reilly +Media / Make, 2012]. A short introduction to us- + +ing Radio Frequency Identification with Arduino + +and Processing. + + 171 + +The Arduino Cookbook, 2nd Edition by Michael +Margolis [O’Reilly Media / Make, 2011]. This +book has a lot of great recipes for how to use + +Arduino in more advanced ways. + +Making Things Move: DIY Mechanisms for +Inventors, Hobbyists, and Artists by Dustyn +Roberts [McGraw-Hill, 2010]. A great resource +on building movable mechanisms to interface + +with your projects. + +Make: Electronics, by Charles Platt [O’Reilly +Media / Make, 2009]. Cleverly written introduc- + +tion to electronics suitable for just about any- + +one. No Arduinos were used in the making of + +this book, but it’s a valuable text to understand + +electronics better. + +iOS Sensor Apps with Arduino, by Alasdair Allan +[O’Reilly Media / Make, 2011]. With this concise + +guide, you’ll learn how to connect an external + +sensor to an iOS device and have them talk to + +each other through Arduino. You’ll also build an + +iOS application that will parse the sensor val- + +ues it receives and plot the resulting measure- + +ments, all in real-time. + + \ No newline at end of file