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DEV-12651

DEV-12651

  • 厂商:

    SPARKFUNELECTRONICS

  • 封装:

    -

  • 描述:

    BOARD DIGITAL SANDBOX

  • 数据手册
  • 价格&库存
DEV-12651 数据手册
D GN C VC T OU DS GUIDE Your guide to the SparkFun Digital Sandbox Version 1.0 Index Welcome to the Digital Sandbox! When partnered with the Digital Sandbox, this guide helps to introduce the fundamental concepts of programming and electronics. Using ArduBlock – a simple, graphical version of the popular Arduino programming language – you will program 13 experiments that progressively explore subjects like digital inputs, analog outputs, serial communication and more. The experiments are project-based, and are built to inspire inventions such as reaction-testing games, automatic night lights, adjustable volume meters and more. 2 The Anatomy of the Digital Sandbox 4 Digital Sandbox Baseplate Setup 5 Setting up Arduino and ArduBlock 7 Experiment 0: Setup, Loop, and Blink 11 Experiment 1: Exploring Blink 15 Experiment 2: Multi-Blink 19 Experiment 3: Dimming (the Hard Way) 23 Experiment 4: Dimming (the Easy Way) 27 Experiment 5: Color Mixing 31 Experiment 6: Number Storage with Variables 35 Experiment 7: If This, Then That 39 Experiment 8: The Reaction Tester 43 Experiment 9: Serial Calculator 47 Experiment 10: Do the Analog Slide 51 Experiment 11: Automatic Night Light 55 Experiment 12: Thermal Alert! 59 Experiment 13: Sound Detecting Bonus add-on experiments (parts not included): 63 Experiment 14: Opto-Theremin 69 Experiment 15: Serial Motoring 75 Experiment 16: Servo Sweeper Page 1 The Anatomy of the Digital Sandbox 1 USB Mini-B Connector Used to connect to a computer JST Right-Angle Connector 2 Used to supply power to the board Slide Switch for Charging 3 Used to charge a lithium polymer battery that is plugged into the two-pin JST connector, while the Digital Sandbox is connected to a computer and the slide switch is in the "ON" position 4 Reset Button This is a way to manually reset your Digital Sandbox, which will restart your code from the beginning. 5 Slide Switch (Pin D2) On or off slide switch. 6 LEDs (Pins D4-D8) Use one or all of the LEDs (light-emitting diodes) to light up your project! 7 LED (Pin 13) Incorporate this into your sketch to show whether your program is running properly. Temperature Sensor (Pin A0) 8 Measures ambient temperature 9 Light Sensor (Pin A1) Measures the amount of light hitting the sensor Page 2 10 RGB LED (Pins D9-D11) RGB (red-green-blue) LEDs have three different color-emitting diodes that can be combined to create many colors. Slide Potentiometer (Pin A3) 11 Change the values by sliding it back and forth. 12 Microphone (Pin A2) Measures how loud something is 13 Push Button (Pin D12) A button is a digital input. It can be either “on” or “off.” 14 Add-on Header (Pin D3) Three-pin header for add-ons. Example add-ons are servos, motors and buzzers. The Anatomy of the Digital Sandbox 1 2 12 9 3 8 4 7 6 5 10 13 11 14 GND VCC OUT Page 3 Digital Sandbox Baseplate Setup OUT VCC GND Secure the Digital Sandbox board to the baseplate The Digital Sandbox board can be attached with the included Phillips-head screws for easy removal later. Page 4 Setting up Arduino and ArduBlock Download the Arduino/ArduBlock Combo Arduino and ArduBlock are available for all popular operating systems. To download Arduino and ArduBlock, please go to: www.sparkfun.com/digitalsandbox Make sure you grab the version that matches your operating system. The Arduino software comes packaged in an archived .ZIP format. Once you’ve downloaded the ZIP file, you’ll need to extract it. Mac users: Move the Arduino application into the Applications folder. Move the Digital Sandbox Examples folder to your preferred location. Windows users: Move the Arduino folder to your preferred location. Install Drivers Once you have downloaded and extracted the Arduino software, connect the Digital Sandbox to your computer. OUT VCC GND Once the board is connected, you will need to install drivers. For instructions specific to your operating system, please go to: www.sparkfun.com/ftdi Open Arduino and ArduBlock ArduBlock is an add-on that exists inside the Arduino software. To open it, first open the Arduino IDE. Windows users should run Arduino.exe; Mac users can run the Arduino application. Page 5 Setting up Arduino and ArduBlock Let’s do some preparation before opening ArduBlock. First, go to the Tools menu, hover over Board and select Digital Sandbox. File Edit Sketch Tools Help Auto Format Archive Sketch Fix Encoding & Reload Serial Monitor sketch_01 ArduBlock Digital Sandbox Arduino Duemilanove w/ ATmega328] Arduino Diecimila or Duemilanove w/ ATmega168 Programmer Arduino Nano w/ ATmega328 Burn Bootloader ATmega168 Next, go back to the Tools menu, hover overArduino SerialNano Portw/and select the serial port number Arduino Mega 2560 or Mega ADK that matches your Sandbox board. Arduino Mega (ATmega1280) Arduino Mini w/ATmega168 Window users: This is likely to be COM3 or Arduino higherMini (COM1 and COM2 are usually reserved Arduino Ethernet for hardware serial ports). To find out, you can disconnect your Sandbox and re-open the Arduino Fio Arduino BT w/ ATmega328 menu; the entry that disappears should be the Sandbox. Reconnect the board and select that Arduino BT w/ATmega168 serial port. LilyPad Arduino w/ ATmega328 LilyPad Arduino w/ ATmega168 Arduino with Pro or /dev/tty.usbmodem Pro Mini (5V, 16 MHz) w/ATmega328 Mac users: On the Mac, this should be something or Arduino Pro or Pro Mini (5V, 16 MHz) w/ATmega168 /dev/tty.usbserial in it. Arduino Pro or Pro Mini (3.3V, 8 MHz) w/ATmega328 Arduino Pro or Pro Mini (3.3V, 8 MHz) w/ATmega168 File Edit Sketch Tools Help Arduino NG or older w/ ATmega168 Auto Format Arduino NG or older w/ ATmega8 Archive Sketch Fix Encoding & Reload Serial Monitor Board Serial Port sketch_01 ArduBlock Board Serial Port Programmer Burn Bootloader /dev/tty.Bluetooth-Incoming-Port /dev/cu.Bluetooth-Incoming-Port /dev/tty.Bluetooth-Modem /dev/cu.Bluetooth-Modem /dev/tty.usbserial-AM01VG5K /dev/cu.usbserial-AM01VG5K Finally, to open ArduBlock, go to Tools and select ArduBlock. File Edit Sketch Tools Help Auto Format Archive Sketch Fix Encoding & Reload Serial Monitor sketch_01 ArduBlock Board Serial Port What opens next is the ArduBlock interface. Make sure the Arduino window remains running in the background. If Programmer you close that, ArduBlock will close as well. Burn Bootloader Note: If you don’t see ArduBlock under the Tools menu, you may need to manually install it. For help adding ArduBlock to a previous Arduino installation, please visit: Page 6 www.sparkfun.com/ardublock 0: SETUP, LOOP, AND BLINK When faced with a new platform, a coder’s first task is to write a “Hello, world” program. Usually a “Hello, world” program actually displays those comforting words on a screen. The Digital Sandbox doesn’t give us a screen to display words on, but we do have LEDs: wonderful, blinky, bright and shiny LEDs. Instead of words, let’s blink an LED to say, “Hello, world.” Experiment 0: Setup, Loop, and Blink Active Parts GND VCC OUT Reset Button LED (D13) LED (RX) LED (TX) Background Information This experiment introduces the general concept of physical programming. Changes you make in your program will actually affect what’s happening on the Digital Sandbox board. This drawing also serves to introduce a couple of the most fundamental Arduino programming concepts: setup and loop. Please note: You can continue with the Code Components section to see what blocks you will need for this experiment. Each experiment also has its own saved file with all the experiment’s blocks already set up, so you can get started faster or troubleshoot if needed. To open this experiment, click the Open button in ArduBlock. Then, go to the Digital Sandbox Examples folder in the same location where you moved the folder during the initial setup. From there, you will open the corresponding experiment file. For example, 00_setup_loop_blink.abp is for Experiment 00. Page 8 Experiment 0: Setup, Loop, and Blink Code Components This code drawing requires two blocks (well, sort of three): • Program: This block is required for every single ArduBlock drawing! You can only have one per drawing. Program always has two slots for blocks – one named "setup" and another named "loop." Find this block under the Control bin. • Blink: Find this block under the Pins bin. This block “blinks” a pin on the Digital Sandbox. The Blink block actually gives you two blocks for the price of one! It also includes a pink block with the number 13 inside it. Leave that block alone for now; we’ll discover its use in later experiments. Do This With this pair of blocks, there are only two functional drawings that we can create. You can either stick the Blink block under the setup section of Program, or under the loop section. OR Page 9 Experiment 0: Setup, Loop, and Blink Try sticking the Blink block under setup, then click the Upload to Arduino button. ArduBlock 00_setup_loop_blink.abp New Save Save As Open Upload to Arduino Serial Monitor Keep your eyes glued to the Digital Sandbox as the code uploads. You’ll see the red and green RX and TX LEDs blink like crazy as code is sent from your computer to the Digital Sandbox. Pay extra close attention to what happens after the red and green LEDs do their dance. Do you notice anything? Now move the Blink block from setup to loop, and do the Upload to Arduino jig again. Notice anything different? Every Arduino program requires that two functions always be present: setup and loop. From the names of these functions, it should be pretty clear what their job is. Setup runs once, at the very beginning of the program. Its purpose is usually to set the platform up for the rest of its lifecycle (until the Sandbox is reset, or loses power). As we continue on with these experiments, you’ll have a greater understanding of what kinds of things need to be set up in advance. If setup sets the Sandbox up, loop must…loop. Code in this block will execute sequentially and endlessly. Once we get to the bottom of loop, we jump right back up to the top and do it all over again. This looping will continue until you either reset or remove power. Further Explorations • What happens when you press the reset button? • What happens if there’s nothing in either the setup or loop (move the Blink block out)? • What happens if you add a second Blink block to the drawing? Regardless of where you put it, can you discern which of your Blink blocks are being executed? • What do you think the 13 inside the Blink block is for? Page 10 1: EXPLORING BLINK Now, we didn’t exactly cheat in experiment 0, but the Blink block was a bit of a shortcut. What if you wanted to speed up the blinking? Or change how long it’s on, versus how long it’s off? Or even blink something other than that wimpy, little red LED? Experiment 1: Exploring Blink Active Part GND VCC OUT LED (D13) Background Information This experiment digs into the anatomy of the Blink block. We can customize an LED blink with a combination of two blocks – Set Digital Pin and Delay Milliseconds. This experiment introduces the concept of digital output. We call the Sandbox’s LEDs “outputs” because it’s an effect that the board produces. The term “digital” means that the output can only take one of two states: ON or OFF. We may also refer to those two opposing states as HIGH/LOW or 1/0. When an output connected to an LED is HIGH, the LED turns on. When the output is LOW, the LED turns off. Page 12 Experiment 1: Exploring Blink Code Components Here is the set of blocks we’ll use to create this drawing: Aside from Program block, which you should include in every drawing, there are two new blocks to be added: • Set Digital Pin: This block sets an output to either HIGH or LOW, so it can be used to turn the LED on or off. Find this block under the Pins bin. When you drag this block over, it includes a pair of pink blocks containing “13” and “HIGH.” Let’s only concern ourselves with the bottom pink block for now. • HIGH/LOW block: If you mouse over this block, a drop-down arrow will appear. Click the arrow and you can change the value of the block to either “HIGH” or “LOW.” This determines which of the two states you’re setting the digital output to. Page 13 Experiment 1: Exploring Blink • Delay Milliseconds: The Digital Sandbox runs code so fast that sometimes we need to slow it down with a delay. This block will halt the Sandbox from doing anything for a specified number of milliseconds. There are 1000 milliseconds (ms) in a second, so delaying for 1000ms will stop for 1 second. Find this block under the Control bin. Do This Organize and snap together the Set Digital Pin and Delay Milliseconds blocks so they alternate – teal, yellow, teal, yellow. Then put the group of four blocks in the loop section of the Program block. Then, upload the code. You should see a very familiar sight. But this time you have control over the blink rate! Adjust the value in the Delay Milliseconds block(s). What happens if you make the delays shorter? What happens if the two delays are not for the same amount of time? The Digital Sandbox operates at 8MHz – there’s a clock in there that ticks eight million times per second. That means it can run millions of lines of code per second. Without any delays in the program, the digital output would flick on and off so fast you wouldn’t be able to tell if it’s actually on or off. Further Explorations • How short can you make the delays and still notice a blink (10ms? 1ms?)? • What happens if you take the Delay Milliseconds block out of the program? • While digging around for the Delay Milliseconds block, you may have discovered a Delay Microseconds block as well. What happens if you swap that in? Page 14 2: MULTI-BLINK Large arrays of LEDs are often used to create massive outdoor signs and animations, because they're both bright and efficient. While we don't have the millions of LED pixels that a display in Times Square might have, we can still create some fun patterns with the Digital Sandbox. Experiment 2: Multi-Blink Active Parts GND VCC OUT LEDs (D4-D8) Background Information In this experiment we explore the subject of pins - the manipulators of the Sandbox. Each LED (as well as the other inputs and outputs on the Digital Sandbox) is connected to a specific pin on the Sandbox's microcontroller. Pins are all uniquely numbered, and each input or output component on the Sandbox is labeled with the pin number it's connected to - that's the D2, D4, D11, A1, etc. lettering next to each LED, switch and sensor. Every pin can be separately controlled; for instance pin 4 can be set HIGH at the same time pin 5 is set LOW. Some pins (as we'll later discover) have special powers, but every pin is at least able to accomplish digital input and output. Page 16 Experiment 2: Multi-Blink Code Components Whoa! Block explosion! This experiment calls for sixteen total blocks: Page 17 Experiment 2: Multi-Blink Instead of introducing a new block, we'll be adjusting the value of Set Digital Pin's top pink Pin Number block. This value specifies which of the Sandbox's pins we'll be toggling. Do This In our unfinished example, the blocks are all arranged in groups of three. Each group begins by setting a pin HIGH, then delays for a second and sets it back to LOW. Notice that each group of three toggles a different pin, ranging from pin 4 to pin 8. Stack the groups of three on top of each other in the loop, then upload and enjoy the exciting animation. If the LED slide is too slow for you, try adjusting the delays to make it faster. Or perhaps you want to change the pins to adjust the order of the blinks? Further Explorations • Try adding more blocks to create slicker patterns. Can you make a Larson scanner (ask an old person about Cylons or Knight Rider)? A chaser? Flip from odds to evens? • Try turning on more than one LED at a time. Turn them all on (and shield your eyes)! Page 18 3: DIMMING (THE HARD WAY) Yikes! Those white LEDs are blindingly bright! Is there any way to dim them? Unless one of your hobbies is staring into the sun, we recommend putting a piece of paper over the LEDs in this experiment…or wear sunglasses. Experiment 3: Dimming (the Hard Way) Active Parts GND VCC OUT LEDs (D4-D8) Background Information Remember that the Digital Sandbox is fast. It can flick an LED on and off millions of times per second. What if we blinked the LED super fast, but also made it so the time it’s off was more than the time it was on? This is called pulse-width modulation (PWM), a tool with a variety of applications, including the dimming of LEDs. In this experiment we’ll explore PWM the hard way, by coding it in manually. Page 20 Experiment 3: Dimming (the Hard Way) Code Components We’ll use a similar set of blocks: Take note of how long each delay is, and which pins are on/off in each group. Page 21 Experiment 3: Dimming (the Hard Way) Do This Stack the two groups of three on top of each other in the loop section, and upload. After uploading, take a close look at the LEDs connected to pins 5 and 6. Can you spot a difference between the two? The D6 LED should look dimmer in comparison to D5. That’s because D6 is set to be low 90% of the time, and on only 10%. It’s blinking on and off so fast that you can’t notice, and the blinking is creating a dimming effect. What happens if you swap the two Delay Milliseconds blocks? What if you change the values in each of the delay blocks (try to keep the sum of delay times to around 10ms)? Further Explorations • How long can you make the delays before you start noticing a blink? • Try comparing both LEDs to a fully-on LED. Add a Set Digital Pin block to the setup, and have it turn the D4 LED HIGH. Can you tell a difference between D4, D5 and D6? • What happens if you add something else to the loop section, like your animation from Experiment 2? Page 22 4: DIMMING (THE EASY WAY) Manual PWM is hard, and it doesn’t leave room for anything else in the program. Why can’t we offload that chore to the Digital Sandbox’s microcontroller? It’s smart enough for that…right? Experiment 4: Dimming (the Easy Way) Active Parts GND VCC OUT LEDs (D5-D6) Background Information PWM is such a popular tool many microcontrollers implement special hardware so they can mindlessly toggle the pin while doing something else. We call this PWM-based output "analog output." Unlike digital outputs, which only have two possible values, analog outputs have a huge range of possible values. On the Sandbox, we can analog-ly output 256 different values. If we set an analog output to 0, that’s like setting a pin LOW, and 255 is like setting a pin HIGH, but all of the values in between produce an output that’s neither HIGH or LOW – it's somewhere in between. Analog output seems great – why wouldn’t you use it all the time? Unfortunately, not all pins have special PWM powers. Only pins 3, 5, 6, 9, 10 and 11 are able to produce analog outputs. Page 24 Experiment 4: Dimming (the Easy Way) Code Components New block alert! While it may look similar, we’ll be using Set Analog Pin this time instead of its digital counterpart: Page 25 Experiment 4: Dimming (the Easy Way) • Set Analog Pin: This block looks a lot like the Set Digital Pin block. We still tell it which pin to control, but instead of a restrictive, digital output option, we get to choose any number between 0 and 255 for the output. Find this block under the Pins bin. Do This Stack the blocks in the loop section. Order them so the analog values go from 0 at the top to 255 at the bottom. Then, upload away! The LED on pin 5 should cycle through five different levels of brightness (including fully on and fully off). Remember that setting the analog output to 0 turns the LED off, and 255 is like setting it to HIGH. Try adding analog control of the pin 6 LED to the drawing. You can create the same effect from the last experiment with just two lines of code (and you can execute other code while the LEDs remain in their dimmed state). Further Explorations • What’s the dimmest value you can assign to the LED and still see it on? • Why do you think there are 256 possible analog output values? That doesn’t seem like a very round number (hint: 28). Page 26 5: COLOR MIXING Bleh…white. So boring. Let’s add some color to this Sandbox! By combining analog output with an RGB LED, we can mix varying levels of red, green and blue to create a rainbow of colors! Experiment 5: Color Mixing Active Part GND VCC OUT RGB LED Background Information In art class you probably learned about primary colors and how you can mix them to produce any other color. While the artsy primary colors you might be familiar with are red, yellow and blue, in electronics (and programming in general), our primary colors are red, green and blue. By selecting different analog levels for our primary colors, we can mix them to create any other color we want. Need yellow? Mix green and red. Purple? Red and blue. In this experiment we’ll combine everything we’ve learned about analog output to add custom color to the Digital Sandbox. Page 28 Experiment 5: Color Mixing Code Components For the most basic RGB color-mixing sketch, this is all we need: In the example, we added comments to each of the Set Analog Pin blocks. Comments have no effect on the actual code, but they do help make the code more readable to you or others. With those blocks commented, we don’t have to look back at the board to remember which pins go to which colors. You can add comments by right-clicking on a block, and selecting “Add Comment.” Show or hide comments by clicking the question mark. Page 29 Experiment 5: Color Mixing Do This Stack those three Set Analog Pins on top of each other, in either the setup or the loop. This will set red’s value to 16, green to 128, and blue to 64. What color do you think it’ll make? Upload to find out (if it’s hard to tell what the color is, put a piece of paper over the RGB LED). Play with the analog values to make your own colors. How about purple, or orange, or salmon? You can take it even further by adding delays, and blinking different colors to make animations. Further Explorations • Mix the colors to make your favorite color. Or, if your favorite color is red, green or blue, try making your least favorite color. • Make a stop light blink from green, to yellow, then quickly to red and repeat. Page 30 6: NUMBER STORAGE WITH VARIABLES The herky-jerky fading from Experiment 4 accomplished the task, but just think of all the values we were missing! How do we make the LED fade smoothly? You can whip out 256 minutely different Set Analog Pin blocks, or you can reduce it to one, using variables. Experiment 6: Number Storage with Variables Active Parts GND VCC OUT LEDs (D4-D8) Background Information Variables are like storage containers for numbers. We can put any number in a variable, and either recall it and put it to use, or manipulate it to change the value it stores. Anywhere you stick a literal number (like “0” or “255”) you can instead use a variable. There are a few rules when it comes to creating a variable. They can be any word, but they must begin with a letter, and they can’t have spaces (use “_” instead). They are case sensitive, so a variable named “fade” isn’t the same variable as “Fade.” Try to keep variables short, but use descriptive words to keep your code legible. Page 32 Experiment 6: Number Storage with Variables Code Components Thanks to variables, here are all the blocks we need to create a smooth fade: There are a few new blocks to familiarize yourself with this time: • Number Variable Name: These blocks are about the same size and shape as the literal number blocks we’ve been using. But, instead of writing a number in these blocks, you type in the name for your variable. Make sure it’s spelled the same in every place you want to reference it! You can find this block under the Variables/ Constants bin on the left. • Set Number Variable: This block, also found under the Variables/Constants bin, is used to set a variable to a specific value. Two blocks snap to this one – a variable name on top, and the value you want to set that variable to on the bottom. The value can be a literal number, another variable, or the result of a mathematical operator. • Math operator block: If you click on the Math Operators bin and look at the first four entries, you should see some very familiar symbols: +, −, ×, and ÷. These math operators can be used to do math on a pair of variables, numbers, or a combination of the two. Page 33 Experiment 6: Number Storage with Variables Do This Add the first Set Number Variable block, which will include a blank variable and a value. Click into the number variable name and write “fade” into it. The “fade” variable will keep track of the the brightness of our LED. The Set Number Variable block in the setup area of the program should set the “fade” variable to 0. You should be familiar with Set Analog Pin and Delay Milliseconds; grab those blocks and stick them in the loop in either order. We’ll need to throw away the value block that comes with Set Analog Pin (drag it over to the left side of the window) and replace it with a variable. To add a variable to your sketch, drag over the Number Variable Name block and type your variable’s name into it. Alternatively, once you’ve made one variable, you can right-click on it and clone it to get more of the “fade” variables you’ll need. Finally, add another Set Number Variable block, and replace the 0 value it includes with a + operator. Modify it so it adds a 1 to “fade,” and plug it into the value part of the Set Number Variable block. Then stick that block group at the end of the loop. Whew! Let’s see what all that work was for by uploading the drawing. The LED on pin 5 should satisfyingly and smoothly flow from fully off to fully on. Further Explorations • Does it matter what order you have the loop blocks in? • Can you make other LEDs fade? How about more than one fading at the same time? • Can you make the LED fade from HIGH to LOW? Hint: You may need to change the setup value of “fade,” and change the + to a −. Page 34 7: IF THIS, THEN THAT Fading from the last experiment was working just fine until we got to the maximum brightness level of 255. What happens then is a mystery known only to the compiler (and you, once you learn a little something about data types). What if we added “catch” to force that fade variable to reset when it hits a certain value? Experiment 7: If This, Then That Active Part GND VCC OUT RGB LED Background Information This experiment introduces the if statement, one of the most fundamental programming structures. Not only are if statements important for computers, they also rule most of the decisions we make in our lives. If it’s cloudy outside, then pack your umbrella. If you’re hungry, then make a sandwich. Like us, computers use if statements to make choices. An if statement requires two components to be complete: a condition and a consequence. A condition is a value or mathematical operation that evaluates to either true or false. If the condition evaluates to true, then the consequence is executed. The consequence can be a code block of any size – one block or hundreds of blocks. If the condition in the if statement is false, then the consequence is skipped, and the program starts running the code following the If block. Page 36 Experiment 7: If This, Then That Code Components Here are the blocks required to limit the fade value of our LED: There are two new blocks to mention here: • If: The star of this experiment can be found under the Control bin. The If block requires at least two blocks to be snapped into it: a conditional and the consequence. In this case, the consequence is just a single block – Set Number Variable. The conditional part of the If block is a logical operator block. • Logical Operator: Logical operators are symbols which operate on one or two values and evaluate to either true or false, which makes them perfectly suited for the if statement conditional! In this case we’ll be using the less than (
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