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KIT-18577

KIT-18577

  • 厂商:

    SPARKFUNELECTRONICS

  • 封装:

  • 描述:

    SPARKFUN TINKER KIT

  • 数据手册
  • 价格&库存
KIT-18577 数据手册
  Tinker Kit Circuit Guide Introduction  Important! This tutorial is for the SparkFun Tinker Kit (KIT-18577). If you are using one of the previous versions of the Tinker Kit: KIT-14556 or KIT-13930, you'll want to refer to their respective guides: KIT-14556 - Activity Guide for SparkFun Tinker Kit KIT-13930 - Experiment Guide for SparkFun Tinker Kit The SparkFun Tinker Kit is your starter tool kit for beginning with embedded electronics, robotics and citizen science using the SparkFun RedBoard Qwiic without breaking the bank. This guide contains all the information you will need to explore the 11 circuits of the Tinker Kit. At the center of this guide is one core philosophy -- that anyone can (and should) play around with cutting-edge electronics in a fun and playful way. SparkFun Tinker Kit  KIT-18577 When you're done with this guide, you'll have the know-how to start creating your own projects and experiments. From building robots and game controllers to data logging, the world will be your oyster. Now enough talking -let's start tinkering! Open Source! At SparkFun, our engineers and educators have been improving this kit and coming up with new experiments for a long time now. We would like to give attribution to Oomlout, since we originally started working off their Arduino Kit material many years ago. The Oomlut version is licensed under the Creative Commons Attribution Share-Alike 3.0 Unported License. The SparkFun Tinker Kit is licensed under the Creative Commons Attribution Share-Alike 4.0 International License. The SparkFun RedBoard Qwiic The SparkFun RedBoard Qwiic is your development platform. At its roots, the RedBoard is essentially a small, portable computer also known as a microcontroller. You can program it to accept inputs such as the push of a button or a reading from a light sensor and interpret that information to control various outputs like blinking a light like an LED or spinning an electric motor. That’s where the term “physical computing” comes in; this board can take the world of electronics and relate it to the physical world in a real and tangible way. The SparkFun RedBoard Qwiic is one of a multitude of development boards based on the ATmega328 microprocessor. It has 14 digital input/output pins (six of which can be pulse-width modulation outputs; also referred to as PWM), six analog inputs, a 16MHz crystal oscillator, a USB connection, a power jack, a reset button and a Qwiic connector for connecting other Qwiic devices. You’ll learn more about each of these features as you progress through this guide. Check out the guide below to learn more about the SparkFun RedBoard Qwiic. RedBoard Qwiic Hookup Guide JANUARY 10, 2019 This tutorial covers the basic functionality of the RedBoard Qwiic. This tutorial also covers how to get started blinking an LED and using the Qwiic system. If you'd like to learn more about the Qwiic System, we recommend reading here for an overview: Understanding Breadboards A breadboard is a circuit building platform that allows you to connect multiple components without using a soldering iron. All experiments in this guide use the included breadboard so if you have never seen or used a breadboard before, we highly recommended you read the guide below that explains the breadboard's anatomy and how to use one. How to Use a Breadboard MAY 14, 2013 Welcome to the wonderful world of breadboards. Here we will learn what a breadboard is and how to use one to build your very first circuit. Installing the Arduino IDE The following steps provide a quick overview of getting started with the Arduino IDE and the RedBoard Qwiic USB drivers. For more detailed, step-by-step instructions on installing and using the Arduino IDE on your computer, please read through the tutorial below: Installing Arduino IDE MARCH 26, 2013 A step-by-step guide to installing and testing the Arduino software on Windows, Mac, and Linux. Download the Arduino IDE In order to get your microcontroller up and running, you'll need to download the newest version of the Arduino IDE first (it's free and open source!). DOWNLOAD THE ARDUINO IDE This software, known as the Arduino IDE, allows you to program the board to do exactly what you want. It’s like a word processor for writing code. If you have not already, go ahead and open Arduino. Optional: Download the Tinker Kit Code Examples If you're looking to plan ahead for the circuits in this guide or just prefer to not copy and paste them into Arduino while following along, find them in the GitHub repository or click the button below to download a ZIP the Arduino examples: DOWNLOAD THE TINKER KIT CODE EXAMPLES Unzip the download and either keep the Tinker Kit Code folder in your Downloads folder to open them as you go or you can move them to your Arduino sketchbook folder to open them in the Arduino IDE. If you're not sure where the sketchbook folder is, go to File > Preferences and look for the filepath titled "Sketchbook location". You can also use this option to change the sketchbook location if you prefer. Having trouble seeing the detail in this screenshot? Click on it for a larger view. Install the CH340 USB Drivers Heads up! Previous versions of the Tinker Kit featuring the SparkFun RedBoard Programmed with Arduino used the FTDI, which is a different USB-to-serial converter. Both function the same but require different drivers. If you look at the chip by the USB connector and you notice that it is the FTDI, make sure you follow the directions to install the drivers for the FTDI. If you are using the RedBoard Qwiic, you will need to install drivers for the CH340. The drivers for the CH340C may be pre-installed on Windows, Mac, and Linux or may automatically install when the RedBoard Qwiic is connected to your computer. However, there are a wide range of operating systems and versions out there so we recommend installing the drivers to ensure that they work properly. Please go to How to Install CH340 Drivers for specific instructions on how to install the CH340C drivers with your RedBoard Qwiic. How to Install CH340 Drivers AUGUST 6, 2019 How to install CH340 drivers (if you need them) on Windows, Mac OS X, and Linux. Connect the RedBoard to Your Computer Connect the RedBoard Qwiic to one of your computer's USB inputs using the included micro-USB cable. Select Your Board: Arduino Uno Before we can start jumping into the experiments, there are a couple adjustments we need to make. This step is required to tell the Arduino IDE which of the many Arduino boards we have. Go up to the Tools menu then hover over Board and select Arduino Uno. Note: In case you were wondering, your SparkFun RedBoard Qwiic and the Arduino Uno are interchangeable in the Arduino IDE but you won’t find the RedBoard Qwiic listed in Arduino by default. Select a Serial Port Next up we need to tell the Arduino IDE which of our computer's serial ports the microcontroller is connected to. For this, again go up to the Tools menu, then hover over Port and select your RedBoard's serial port. If you're not sure about which port is correct, open the Port menu without the RedBoard connected, take note of the ports available, connect the RedBoard and see which port appears. That new port is your RedBoard's port. With that, you're ready to build your first circuit! Circuit 1: Blink an LED Light-Emitting Diodes, or LEDs (pronounced el-ee-dees), are small, powerful lights that are used in many different applications. You can find LEDs in just about any source of light nowadays, from the bulbs lighting your home to the tiny status lights flashing on your home electronics. Blinking an LED is the classic starting point for learning how to program embedded electronics. It's the "Hello, World!" of microcontrollers. In this circuit, you'll write code that makes an LED flash on and off. This will teach you how to build a circuit, write a short program and upload that program to your RedBoard. Parts Needed This circuit requires the following parts: 1x Breadboard 1x SparkFun RedBoard Qwiic 1x Red LED 1x 330Ω Resistor 2x Jumper Wires Didn't Get the Tinker Kit? If you are conducting this experiment and didn't get the Tinker Kit, we suggest using these parts: SparkFun RedBoard Qwiic Breadboard - Self-Adhesive (White)  DEV-15123  PRT-12002 LED - Assorted (20 pack) Jumper Wires Standard 7" M/M - 30 AWG (30 Pack)  COM-12062  PRT-11026 Resistor 330 Ohm 1/4 Watt PTH - 20 pack (Thick Leads)  PRT-14490 New Components and Concepts: Each circuit introduces new components or parts used in the circuit as well as a few new concepts that help you understand what your circuit and code does and why. New Components LED (Light Emitting Diode) Light-Emitting Diodes (LEDs) are small lights made from a silicon diode. They come in different colors, brightnesses and sizes. LEDs have a positive (+) leg and a negative (-) leg, and they only let electricity flow through them in one direction. LEDs can also burn out if too much electricity flows through them, so you should always use a resistor to limit the current when you wire an LED into a circuit. Resistors Resistors create a resistance to limit the flow of electricity in a circuit. You can use them to protect sensitive components like LEDs. The strength of a resistor (measured in ohms) is marked on the body of the resistor using small colored bands. Each color stands for a number, which you can look up using a resistor chart. New Concepts Polarity Many electronics components have polarity, meaning electricity only flows through them in one direction. Components like resistors do not have polarity; electricity flows through them in either direction. LEDs are polarized and only work when electricity flows through them in one direction. Ohm's Law Ohm's law describes the relationship between the three fundamental elements of electricity: voltage, resistance and current. The following equation represents their relationship: Where V = Voltage in volts I = Current in amps R = Resistance in ohms (Ω) Use this equation to calculate which resistor values are suitable to sufficiently limit the current flowing to the LED so that it does not get too hot and burn out. Digital Output When working with microcontrollers such as the RedBoard Qwiic, each has a variety of pins you can connect to electronic components. Knowing which pins perform which functions is important when building your circuit. This circuit uses what is known as a digital output. The RedBoard Qwiic has 14 pins that work as digital outputs. Digital pins only have two states: ON or OFF. These two states can also be thought of as HIGH/LOW or TRUE/FALSE, respectively. When an LED is connected to one of these pins, the pin can only perform two jobs: turning the LED on and turning the LED off. We'll explore the other pins and their functions in later circuits. The 14 digital pins highlighted. Hardware Hookup Take some time familiarizing yourself with each of the components used in each circuit before assembling the parts. Polarized Components  Pay special attention to the component’s markings indicating how to place it on the breadboard. Polarized components can only be connected to a circuit in one direction. Pay close attention to the LED. It is polarized. The negative side of the LED is the short leg, marked with a flat edge. Components like resistors need their legs bent into 90° angles in order to correctly fit the breadboard sockets. Ready to start hooking everything up? Check out the circuit diagram and hookup table below to see how everything connects. Circuit Diagram Circuit Diagrams: SparkFun uses a program called Fritzing to draw the circuit diagrams you see throughout this guide. Fritzing allows us to create diagrams that make it easier for you to see how your circuit should be built. Having a hard time seeing the circuit? Click on the image for a closer look. Hookup Table Hookup Tables: Many electronics beginners find it helps to have a coordinate system when building their circuits. For each circuit, you'll find a hookup table that lists the coordinates of each component and where it connects to the RedBoard, the breadboard, or both. The breadboard has a letter/number coordinate system, just like the game Battleship. Component RedBoard Qwiic Breadboard Breadboard LED  A1 LED ( - ) A2 LED ( + ) 330Ω Resistor (orange, orange, brown) E2 F2 Jumper Wire GND E1 Jumper Wire Digital Pin 13 J2 In the table, polarized components are shown with a warning triangle and the whole row highlighted yellow. Open Your First Sketch Open the Arduino IDE software on your computer if it's not already open. If you previously downloaded and moved the Tinker Kit Code into your Arduino sketchbook folder, open the Circuit 1 example by navigating to File > Sketchbook > SparkFun Tinker Kit Code > Circuit 1 Blink. Alternatively, you can copy and paste the following code into a blank sketch in Arduino. Hit upload, and watch what happens! /* SparkFun Tinker Kit Circuit 1: Blink an LED Turns an LED connected to pin 13 on and off. Repeats forever. This sketch was written by SparkFun Electronics, with lots of help from the Arduino community. This code is completely free for any use. View circuit diagram and instructions at: https://learn.sparkfun.com/tutorials/activity-guide-fo r-sparkfun-tinker-kit/ Download code at: https://github.com/sparkfun/SparkFun_Tinker_Kit_Code */ void setup() { pinMode(13, OUTPUT); // Set pin 13 to output } void loop() { digitalWrite(13, HIGH); // Turn on the LED delay(2000); // Wait for two seconds digitalWrite(13, LOW); // Turn off the LED delay(2000); // Wait for two seconds } What You Should See The LED will turn on for two seconds then off for two seconds repeatedly. If it doesn't, make sure you have assembled the circuit correctly and verified and uploaded the code to your board, or see the Troubleshooting tips at the end of this section. Program Overview 1. 2. 3. 4. 5. Turn the LED on by sending power to Pin 13. Wait 2 seconds (2000 milliseconds). Turn the LED off by cutting power to Pin 13. Wait 2 seconds (2000 milliseconds). Repeat. One of the best ways to understand the code you just uploaded is to change something and see how it affects the behavior of your circuit. For this first circuit, try changing the number found in these lines of code: `delay(2000);` What happens if you change both to 100 ? What happens if you change both to 5000 ? What happens if you change just one delay and not the other? Onboard LED PIN 13: You may have noticed a second, smaller LED blinking in unison with the LED in your breadboard circuit. This is known as the onboard LED, and you can find one on almost any Arduino or Arduino-compatible board including the RedBoard. In most cases, this LED is connected to digital pin 13 (D13), which is the same pin used in this circuit. This LED is useful for troubleshooting, as you can always upload the Blink sketch to see if that LED lights up. If so, you know your board is functioning properly. If you do not want this LED to blink with other LEDs in your circuits, simply use any of the other 12 digital pins (D0D12). Code to Note Code to Note: The sketches that accompany each circuit introduce new programming techniques and concepts as you progress through the guide. The Code to Note section highlights specific lines of code from the sketch and explains them in further detail. Code Description Setup and Loop: Every Arduino program needs these two functions. Code that goes in between the curly brackets of setup() runs once, then the code in between the loop() curly brackets runs over and over until the RedBoard is reset or powered off. void setup(){code to run once} & void loop(){code to run forever} Input or Output?: pinMode(13, OUTPUT); Digital Output: digitalWrite(13, Before you can use one of the digital pins, you need to tell the RedBoard whether it is an INPUT or OUTPUT. We use a built-in "function" called pinMode() to make pin 13 a digital output. You'll learn more about digital inputs in the digital trumpet circuit. When you're using a pin as an OUTPUT, you can command it to be HIGH (output 5 volts) or LOW (output 0 volts). HIGH); Delay: Causes the program to wait on this line of code for the amount of time in between the brackets. After the time has passed, the program will continue to the next line of code. delay(time in milliseconds); Comments: Comments are a great way to leave notes in your code explaining why you wrote it the way you did. You'll find many comments in the examples that further explain what the code is doing and why. Comments can be single line using // , or they can be multiline using /* */ . //This is a comment Coding Challenges Coding Challenges: The Coding Challenges section is where you can find suggestions for changes to the circuit or code that will make the circuit more challenging. If you feel underwhelmed by the tasks in each circuit, visit the Coding Challenges section to push yourself to the next level. Challenge Description Persistence of Vision Computer screens, movies and the lights in your house all flicker so quickly that they appear to be on all of the time but are actually blinking faster than the human eye can detect. See how much you can decrease the delay time in your program before the light appears to be on all the time but is still blinking. Morse Code Try changing the delays and adding more digitalWrite() commands to make your program blink a message in Morse code. Troubleshooting Troubleshooting: Last, each circuit has a Troubleshooting section with helpful tips and tricks to aid you in any problems you encounter along the way. Problem Solution I get an error when uploading my code The most likely cause is that you have the wrong board selected in the Arduino IDE. Make sure you have selected Tools > Board > Arduino Uno. I still get an error when uploading my code If you're sure you have the correct Board selected but you still can't upload, check that you have selected the correct Serial Port. You can change this in Tools > Serial Port > your_serial_port. Which Serial Port is the right one? Depending on how many devices you have plugged into your computer, you may have several active Serial Ports. Make sure you are selecting the correct one. A simple way to determine this is to look at your list of Serial Ports. Unplug your RedBoard from your computer. Look at the list again. Whichever Serial Port has disappeared from the list is the one you want to select once you plug your board back in to your computer. My code uploads, but my LED won’t turn on LEDs will only work in one direction. Try taking it out of your breadboard, turning it 180 degrees, and reinserting it. Still not working? Jumper wires unfortunately can go "bad" from getting bent too much. The copper wire inside can break, leaving an open connection in your circuit. If you are certain that your circuit is wired correctly and that your code is error-free and uploaded but you are still encountering issues, try replacing one or more of the jumper wires for the component that is not working. Circuit 2: Potentiometer Potentiometers (also known as “pots” or “knobs”) are one of the more basic inputs for electronics devices. By tracking the position of the knob with your RedBoard, you can make volume controls, speed controls, angle sensors and a ton of other useful inputs for your projects. In this circuit, you'll use a potentiometer as an input device to control the speed at which your LED blinks. Parts Needed You will need the following parts: 1x Breadboard 1x SparkFun RedBoard 1x Red LED 1x 330Ω Resistor 7x Jumper Wires 1x Potentiometer Didn't Get the Tinker Kit? If you are conducting this experiment and didn't get the Tinker Kit, we suggest using these parts: SparkFun RedBoard Qwiic Breadboard - Self-Adhesive (White)  DEV-15123  PRT-12002 Trimpot 10K Ohm with Knob Jumper Wires Standard 7" M/M - 30 AWG (30 Pack)  COM-09806  PRT-11026 Resistor 330 Ohm 1/4 Watt PTH - 20 pack (Thick Leads) LED - Basic Red 5mm  COM-09590  PRT-14490 New Components Potentiometer A potentiometer (trimpot for short) is a variable resistor. When powered with 5V, the middle pin outputs a voltage between 0V and 5V, depending on the position of the knob on the potentiometer. Internal to the trimpot is a single resistor and a wiper, which cuts the resistor in two and moves to adjust the ratio between both halves. Externally, there are usually three pins: two pins connect to each end of the resistor, while the third connects to the pot's wiper. New Concepts Analog vs. Digital Understanding the difference between analog and digital is a fundamental concept in electronics. We live in an analog world. There is an infinite number of colors to paint an object (even if the difference is indiscernible to our eye), an infinite number of tones we can hear, and an infinite number of smells we can smell. The common theme among all of these analog signals is their infinite possibilities. Digital signals deal in the realm of the discrete or finite, meaning there is a limited set of values they can be. The LED from the previous circuit had only two states it could exist in, ON or OFF, when connected to a Digital Output. Analog Inputs So far, we've only dealt with outputs. The RedBoard also has inputs. Both inputs and outputs can be analog or digital. Based on our definition of analog and digital above, that means an analog input can sense a wide range of values versus a digital input, which can only sense two states. You may have noticed some pins labeled Digital and some labeled Analog In on your RedBoard. There are only six pins that function as analog inputs labeled A0--A5. The six analog pins highlighted. Voltage Divider A voltage divider is a simple circuit that turns some voltage into a smaller voltage using two resistors. The following is a schematic of the voltage divider circuit. Schematics are a universally agreed upon set of symbols that engineers use to represent electric circuits. A potentiometer is a variable resistor that can be used to create an adjustable voltage divider. A potentiometer schematic symbol where pins 1 and 3 are the resistor ends, and pin 2 connects to the wiper If the outside pins connect to a voltage source (one to ground, the other to Vin), the output (Vout) at the middle pin will mimic a voltage divider. Turn the trimpot all the way in one direction, and the voltage may be zero; turned to the other side, the output voltage approaches the input. A wiper in the middle position means the output voltage will be half of the input. Voltage dividers will be covered in more detail in the next circuit. Hardware Hookup The potentiometer has three legs. Pay close attention into which pins you're inserting it on the breadboard, as they will be hard to see once inserted. Potentiometers are not polarized. You can attach either of the outside pins to 5V and the opposite to GND. However, the values you get out of the trimpot will change based on which pin is 5V and which is GND. Ready to start hooking everything up? Check out the circuit diagram and hookup table below to see how everything is connected. Circuit Diagram Having a hard time seeing the circuit? Click on the image for a closer look. Hookup Table Component RedBoard Breadboard Jumper Wire 5V 5V Rail ( + ) Jumper Wire GND GND Rail ( - ) LED  A1 LED ( - ) Breadboard A2 LED ( + ) Breadboard 330Ω Resistor (orange, orange, brown) E2 F2 Jumper Wire E1 GND Rail ( - ) Jumper Wire Digital Pin 13 Potentiometer Jumper Wire J2 B25 Analog Pin 0 (A0) B26 B27 E26 Jumper Wire E25 5V Rail ( + ) Jumper Wire E27 GND Rail ( - ) In the table, polarized components are shown with a warning triangle and the whole row highlighted yellow. Open the Sketch Open the sketch from your Arduino sketchbook or copy and paste the following code into the Arduino IDE. Hit upload, and see what happens! /* SparkFun Tinker Kit Circuit 2: Potentiometer Changes how fast an LED connected to pin 13 blinks, based on a potentiometer connected to pin A0 This sketch was written by SparkFun Electronics, with lots of help from the Arduino community. This code is completely free for any use. View circuit diagram and instructions at: https://learn.sparkfun.com/tutorials/activity-guide-fo r-sparkfun-tinker-kit/ Download code at: https://github.com/sparkfun/SparkFun_Tinker_Kit_Code */ int potPosition; //this variable will hold a value based on the position of the potentiome ter void setup() { Serial.begin(9600); //start a serial connection with the computer pinMode(13, OUTPUT); //set pin 13 as an output that can be set to HIGH or LOW } void loop() { //read the position of the pot potPosition = analogRead(A0); //set potPosition to a number between 0 and 1023 based on how far the knob is turned Serial.println(potPosition); //print the value of potPosition in the serial monitor on the computer //change the LED blink speed based on the trimpot value digitalWrite(13, HIGH); // Turn on the LED delay(potPosition); // delay for as many miliseconds as potPosition (0-1023) digitalWrite(13, LOW); // Turn off the LED delay(potPosition); // delay for as many miliseconds as potPosition (0-1023) } What You Should See Try adjusting the potentiometer's position and you should see the LED blink faster or slower in accordance with it. The delay between each flash will change based on the position of the knob. If it isn't working, make sure you have assembled the circuit correctly and verified and uploaded the code to your board, or see the Troubleshooting section. Program Overview 1. 2. 3. 4. 5. 6. Read the position of the potentiometer (from 0 to 1023) and store it in the variable potPosition . Turn the LED on. Wait from 0 to 1023 milliseconds, based on the position of the knob and the value of potPosition . Turn the LED off. Wait from 0 to 1023 milliseconds, based on the position of the knob and the value of potPosition . Repeat. The Serial Monitor: The Serial Monitor is one of the Arduino IDE's many great built-in tools. It can help you understand the values that your program is trying to work with, and it can be a powerful debugging tool when you run into issues where your code is not behaving the way you expected it to. This circuit introduces you to the Serial Monitor by showing you how to print the values from your potentiometer to it. To see these values, click the Serial Monitor button, found in the upper-right corner of the IDE in most recent versions. You can also select Tools > Serial Monitor from the menu. You should then see numeric values print out on the monitor. Turn the potentiometer, and you should see the values change as well as the delay between each print. If you are having trouble seeing the values, ensure that you have selected 9600 baud in the dropdown menu and have auto scroll checked. Code to Note Code Description Integer Variables: A variable is a placeholder for values that may change in your code. You must introduce, or "declare" variables before you use them. Here we're declaring a variable called potPosition of type int (integer). We will cover more types of variables in later circuits. Don't forget that variable names are case-sensitive! int potPosition; Serial Begin: Serial.begin(9600); Analog Input: Serial commands can be used to send and receive data from your computer. This line of code tells the RedBoard that we want to "begin" that communication with the computer, the same way we would say "Hi" to initiate a conversation. Notice that the baud rate, 9600, is the same as the one we selected in the monitor. This is the speed at which the two devices communicate, and it must match on both sides. We use the analogRead() function to read the value on an analog pin. analogRead() takes one parameter, the analog pin you want to use, A0 in this case, and returns a number between 0 (0 volts) and 1023 (5 volts), which is then assigned to the variable potPosition. potPosition = analogRead(A0); Serial Print: Serial.println(potPosition); This is the line that actually prints the trimpot value to the monitor. It takes the variable potPosition and prints whatever value it equals at that moment in the loop() . The ln at the end of print tells the monitor to print a new line at the end of each value; otherwise the values would all run together on one line. Try removing the ln to see what happens. Coding Challenges Challenge Description Changing the Range Try multiplying, dividing or adding to your sensor reading so that you can change the range of the delay in your code. For example, can you multiply the sensor reading so that the delay goes from 0–2046 instead of 0–1023? Adding More LEDs Add more LEDs to your circuit. Don't forget the current limiting resistor for each one. Try making multiple LEDs blink at different rates by changing the range of each using multiplication or division. Troubleshooting Problem Solution The potentiometer always reads as 0 or 1023 Make sure that your 5V, A0 and GND pins are properly connected to the three pins on your potentiometer. It is easy to misalign a wire with the actual trimpot pin. No values in Serial Monitor Make sure that you have selected the correct baud rate, 9600. Also ensure that you are on the correct Serial Port. The same Serial Port you use when uploading code to your board is the same Serial Port you use to print values to the Serial Monitor. Circuit 3: Photoresistor In the previous circuit, you got to use a potentiometer, which varies resistance based on the twisting of a knob. In this circuit you’ll be using a photoresistor, which changes resistance based on how much light the sensor receives. This circuit creates a simple night-light using the photoresistor that turns on when the room gets dark and turns off when it is bright. Parts Needed Gather the following parts required for this circuit: 1x Breadboard 1x SparkFun RedBoard Qwiic 7x Jumper Wires 1x Red LED 1x 330Ω Resistor 1x Photoresistor 1x 10kΩ Resistor Didn't Get the Tinker Kit? If you are conducting this experiment and didn't get the Tinker Kit, we suggest using these parts: SparkFun RedBoard Qwiic Breadboard - Self-Adhesive (White)  DEV-15123  PRT-12002 LED - Assorted (20 pack) Mini Photocell  COM-12062  SEN-09088 Jumper Wires Standard 7" M/M - 30 AWG (30 Pack) Resistor 10K Ohm 1/4 Watt PTH - 20 pack (Thick Leads)  PRT-11026  PRT-14491 Resistor 330 Ohm 1/4 Watt PTH - 20 pack (Thick Leads)  PRT-14490 New Components Photoresistor Photoresistors, or photocells, are light-sensitive, variable resistors. As more light shines on the sensor’s head, the resistance between its two terminals decreases and vice versa. They’re an easy-to-use component in projects that require ambient-light sensing. New Concepts Analog to Digital Conversion We covered the difference between analog and digital signals in the last experiment but you may be wondering how a digital thing like the RedBoard Qwiic can interpret analog signals. The answer to that is an Analog to Digital Converter (or ADC). The six analog inputs (A0--A5) we highlighted in the last circuit all use an ADC. These pins "sample" the analog signal and create a digital signal for the microcontroller to interpret. The "resolution" of this signal is based on the resolution of the ADC. In the case of the RedBoard, that resolution is 10-bit. With a 10-bit ADC, we get 2 ^ 10 = 1024 possible values, which is why the analog signal varies between 0 and 1023. Voltage Divider Continued Since the RedBoard can’t directly interpret resistance (rather, it reads voltage), we need to use a voltage divider to use our photoresistor, a part that doesn't output voltage. The resistance of the photoresistor changes as it gets darker or lighter which changes the amount of voltage that is read on the analog pin and "divides" the voltage, 5V in this case. That divided voltage is then read on the analog to digital converter. Left: A regular voltage divider circuit. Vout will be a constant voltage. Right: A variable voltage divider circuit. Vout will fluctuate as the resistance of the photoresistor changes. The voltage divider equation assumes that you know three values of the above circuit: the input voltage (Vin), and both resistor values (R1 and R2). Given those values, we can use this equation to find the output voltage (Vout): If R1 is a constant value (the resistor) and R2 fluctuates (the photoresistor), the amount of voltage measured on the Vout pin changes. Hardware Hookup The photoresistor is not polarized. It can be inserted in either direction. Ready to start hooking everything up? Check out the circuit diagram and hookup table below to see how everything is connected. Circuit Diagram Having a hard time seeing the circuit? Click on the image for a closer look. Hookup Table Component RedBoard Breadboard Jumper Wire 5V 5V Rail ( + ) Jumper Wire GND GND Rail ( - ) Breadboard LED  A1 LED ( - ) A2 LED ( + ) 330Ω Resistor (orange, orange, brown) E2 F2 Jumper Wire E1 GND Rail ( - ) Jumper Wire Digital Pin 13 J2 Photoresistor A26 B25 10kΩ Resistor (brown, black, orange) C26 D27 Jumper Wire Analog Pin 0 (A0) E26 Jumper Wire E25 5V Rail ( + ) Jumper Wire E27 GND Rail ( - ) In the table, polarized components are shown with a warning triangle and the whole row highlighted yellow. Open the Sketch Open the example code from your Arduino sketchbook or copy and paste the following code into the Arduino IDE. Hit upload, and see what happens! /* SparkFun Tinker Kit Circuit 3: Photoresistor Use a photoresistor to monitor how bright a room is, and turn an LED on when it gets dark. This sketch was written by SparkFun Electronics, with lots of help from the Arduino community. This code is completely free for any use. View circuit diagram and instructions at: https://learn.sparkfun.com/tutorials/activity-guide-fo r-sparkfun-tinker-kit/ Download drawings and code at: https://github.com/sparkfun/SparkFun_Tinker_Kit_Code */ int photoresistor = 0; //this variable will hold a value based on the position of t he knob int threshold = 750; //if the photoresistor reading is below this value the light will turn on void setup() { Serial.begin(9600); //start a serial connection with the computer pinMode(13, OUTPUT); //set pin 13 as an output that can be set to HIGH or LOW } void loop() { //read the position of the knob photoresistor = analogRead(A0); //set photoresistor to a number between 0 and 1023 based on how far the knob is turned Serial.println(photoresistor); //print the value of photoresistor in the serial monitor on the computer //if the photoresistor value is below the threshold turn the light on, otherwise turn it off if (photoresistor < threshold){ digitalWrite(13, HIGH); // Turn on the LED } else{ digitalWrite(13, LOW); // Turn off the LED } delay(100); //short delay to make the printout easier to read } What You Should See The program stores the light level in a variable, photoresistor . Then, using an if/else statement, the program checks to see what it should do with the LED. If the variable is above the threshold (it’s bright), turn the LED off. If the variable is below the threshold (it’s dark), turn the LED on. You now have just built your own night-light! Open the Serial Monitor in Arduino. The value of the photoresistor should be printed every so often. When the photoresistor value drops below the threshold value set in the code, the LED should turn on (you can cover the photoresistor with your finger to make the value drop). Note: If the room you are in is very bright or dark, you may have to change the value of the “threshold” variable in the code to make your night-light turn on and off. See the Troubleshooting section for instructions. Program Overview 1. Store the light level in the variable photoresistor . 2. If the value of photoresistor is above the threshold (it’s bright), turn the LED off. 3. If the value of photoresistor is below the threshold (it’s dark), turn the LED on. Code to Note Code Description If/else Statements: The if/else statement lets your code react to the world by running one set of code when the logic statement in the round brackets is true and another set of code when the logic statement is false. For example, this sketch uses an if statement to turn the LED on when it is dark, and turn the LED off when it is light. if(logic statement) { code to be run if the logic statement is true} else { code to be run if the logic statement is false } Logical Operators: (photoresistor < threshold) Programmers use logic statements to translate things that happen in the real world into code. Logic statements use logical operators such as 'equal to' ( == ), 'greater than' ( > ), and 'less than' ( < ), to make comparisons. When the comparison is true (e.g., 4 < 5) then the logic statement is true. When the comparison is false (e.g., 5 < 4) then the logic statement is false. This example is asking whether the variable photoresistor is less than the variable threshold. Coding Challenges Challenge Description Response Pattern Right now your if statement turns the LED on when it gets dark, but you can also use the light sensor like a no-touch button. Try using digitalWrite() and delay() to make the LED blink a pattern when the light level drops, then calibrate the threshold variable in the code so that the blink pattern triggers when you wave your hand over the sensor. Replace 10KΩ Resistor with LED Alter the circuit be replacing the 10KΩ resistor with an LED (the negative leg should connect to GND). Now what happens when you place your finger over the photoresistor? This is a great way to see Ohm's law in action by visualizing the change in resistance's affect on the current flowing through the LED. Troubleshooting Problem Solution The light never turns on or always stays on Start the Serial Monitor in Arduino. Look at the value that the photoresistor is reading in a bright room (e.g., 915). Cover the photoresistor, or turn the lights off. Then look at the new value that the photoresistor is reading (e.g., 550). Set the threshold in between these two numbers (e.g., 700) so that the reading is above the threshold when the lights are on and below the threshold when the lights are off. Nothing is printing in the Serial Monitor Try unplugging your USB cable and plugging it back in. In the Arduino IDE, go to Tools > Port, and make sure that you select the right port. Circuit 4: RGB Night-Light In this circuit, you'll take the night-light concept to the next level by adding an RGB LED, which is three differently colored Light-Emitting Diodes (LEDs) built into one component. RGB stands for Red, Green and Blue, and these three colors can be combined to create any color of the rainbow! Parts Needed 1x Breadboard 1x SparkFun RedBoard 12x Jumper Wires 1x LED - RGB Diffused Common Cathode 3x 330Ω Resistor 1x 10K Potentiometer 1x Photoresistor 1x 10kΩ Resistor You will need the following parts: Didn't Get the Tinker Kit? If you are conducting this experiment and didn't get the Tinker Kit, we suggest using these parts: SparkFun RedBoard Qwiic Breadboard - Self-Adhesive (White)  DEV-15123  PRT-12002 Trimpot 10K Ohm with Knob Mini Photocell  COM-09806  SEN-09088 LED - RGB Diffused Common Cathode Jumper Wires Standard 7" M/M - 30 AWG (30 Pack)  COM-09264  PRT-11026 Resistor 10K Ohm 1/4 Watt PTH - 20 pack (Thick Leads) Resistor 330 Ohm 1/4 Watt PTH - 20 pack (Thick Leads)  PRT-14491  PRT-14490 New Components RGB LED An RGB LED is actually three small LEDs --- one red, one green and one blue --- inside a normal LED housing. The RGB LED included in this kit has all the internal LEDs share the same ground wire, so there are four legs in total. To turn one color on, ensure ground is connected, then power one of the legs just as you would a regular LED. If you turn on more than one color at a time, you will see the colors start to blend together to form a new color. New Concepts Analog Output (Pulse-width Modulation) You can use the digitalWrite() command to turn pins on the RedBoard on (5V) or off (0V), but what if you want to output 2.5V? The RedBoard doesn't have an Analog Output, but it is really good at switching some digital pins on and off fast enough to simulate an analog output. analogWrite() can output 2.5 volts by quickly switching a pin on and off so that the pin is only on 50 percent of the time (50% of 5V is 2.5V). By changing the percent of time that a pin is on, from 0 percent (always off) to 100 percent (always on), analogWrite() can output any voltage between 0 and 5V. This is known as pulse-width modulation (or PWM). By using PWM, you can create many different colors with the RGB LED. Digital (PWM~): Only a few of the pins on the RedBoard have the circuitry needed to turn on and off fast enough for PWM. These are pins 3, 5, 6, 9, 10 and 11. Each PWM pin is marked with a ~ on the board. Remember, analogWrite() can only used on these pins. Creating Your Own Simple Functions When programmers want to use a piece of code over and over again, they write a function. The simplest functions are just chunks of code that you give a name to. When you want to run that code, you can “call” the function by typing its name, instead of writing out all of the code. More complicated functions take and return pieces of information from the program (we call these pieces of information parameters). In this circuit, you'll write functions to turn the RGB LED different colors by just typing that color's name. Hardware Hookup Polarized Components Pay special attention to the component’s markings indicating how to place it on the breadboard. Polarized components can only be connected to a circuit in one direction.  Just like a regular LED, an RGB LED is polarized and only allows electricity to flow in one direction. Pay close attention to the flat edge and to the different length leads. Both are indicators to help orient the LED correctly. Ready to start hooking everything up? Check out the circuit diagram and hookup table below to see how everything is connected. Circuit Diagram Having a hard time seeing the circuit? Click on the image for a closer look. Hookup Table Component RedBoard Breadboard Breadboard Breadboard Breadboard RGB LED  A5 (RED) A4 (GND) A3 (GREEN) A2 (BLUE) 330Ω Resistor (orange, orange, brown) E2 F2 330Ω Resistor (orange, orange, brown) E3 F3 330Ω Resistor (orange, orange, brown) E5 F5 Jumper Wire E4 GND Rail ( - ) Jumper Wire Digital Pin 9 J5 Jumper Wire Digital Pin 10 J3 Jumper Wire Digital Pin 11 J2 Jumper Wire 5V 5V Rail ( + ) Jumper Wire GND GND Rail ( - ) Potentiometer Jumper Wire B15 Analog Pin 1 (A1) B16 E16 Jumper Wire E15 5V Rail ( + ) Jumper Wire E17 GND Rail ( - ) Photoresistor A26 B25 B17 10kΩ Resistor (brown, black, orange) Jumper Wire C26 Analog Pin 0 (A0) D27 E26 Jumper Wire E25 5V Rail ( + ) Jumper Wire E27 GND Rail ( - ) In the table, polarized components are shown with a warning triangle and the whole row highlighted yellow. Open the Sketch Open the example code from your Arduino sketchbook or copy and paste the following code into the Arduino IDE. Hit upload, and see what happens! /* SparkFun Tinker Kit Circuit 4: RGB Night-Light Turns an RGB LED on or off based on the light level read by a photoresistor. Change colors by turning the potentiometer. This sketch was written by SparkFun Electronics, with lots of help from the Arduino community. This code is completely free for any use. View circuit diagram and instructions at: https://learn.sparkfun.com/tutorials/activity-guide-fo r-sparkfun-tinker-kit/ Download drawings and code at: https://github.com/sparkfun/SparkFun_Tinker_Kit_Code */ int photoresistor; //variable for storing the photoresistor value int potentiometer; //variable for storing the photoresistor value int threshold = 700; //if the photoresistor reading is lower than this value the ligh t wil turn on //LEDs are connected to these pins int RedPin = 9; int GreenPin = 10; int BluePin = 11; void setup() { Serial.begin(9600); //start a serial connection with the computer //set the LED pins to output pinMode(RedPin,OUTPUT); pinMode(GreenPin,OUTPUT); pinMode(BluePin,OUTPUT); } void loop() { photoresistor = analogRead(A0); //read the value of the photoresistor potentiometer = analogRead(A1); Serial.print("Photoresistor value:"); Serial.print(photoresistor); //print the photoresistor value to the serial monitor Serial.print(" Potentiometer value:"); Serial.println(potentiometer); //print the photoresistor value to the serial monitor if(photoresistor < threshold){ //if it's dark (the photoresistor value is below the t hreshold) turn the LED on //These nested if staments check for a variety of ranges and //call different functions based on the current potentiometer value. //Those functions are found at the bottom of the sketch. if(potentiometer > 0 && potentiometer 150 && potentiometer 300 && potentiometer 450 && potentiometer 600 && potentiometer 750 && potentiometer 900) //if it isn't dark turn the LED off turnOff(); //call the turn off function } delay(100); } void red (){ //set the LED pins to values analogWrite(RedPin, 100); analogWrite(GreenPin, 0); analogWrite(BluePin, 0); } void orange (){ //set the LED pins to values analogWrite(RedPin, 100); analogWrite(GreenPin, 50); analogWrite(BluePin, 0); } void yellow (){ //set the LED pins to values analogWrite(RedPin, 100); analogWrite(GreenPin, 100); analogWrite(BluePin, 0); } void green (){ //set the LED pins to values analogWrite(RedPin, 0); analogWrite(GreenPin, 100); analogWrite(BluePin, 0); } void cyan (){ //set the LED pins to values analogWrite(RedPin, 0); analogWrite(GreenPin, 100); analogWrite(BluePin, 100); //short delay so that the printout is easier to read that make red that make orange that make yellow that make green that make cyan } void blue (){ //set the LED pins to values that make blue analogWrite(RedPin, 0); analogWrite(GreenPin, 0); analogWrite(BluePin, 100); } void magenta (){ //set the LED pins to values that make magenta analogWrite(RedPin, 100); analogWrite(GreenPin, 0); analogWrite(BluePin, 100); } void turnOff (){ //set all three LED pins to 0 or OFF analogWrite(RedPin, 0); analogWrite(GreenPin, 0); analogWrite(BluePin, 0); } What You Should See This sketch is not dissimilar from the last. It reads the value from the photoresistor, compares it to a threshold value, and turns the RGB LED on or off accordingly. This time, however, we've added a potentiometer back into the circuit. When you twist the pot, you should see the color of the RGB LED change based on the pot's value. Open the Serial Monitor. The value being read by the light sensor should be printed several times a second. When you turn out the lights or cover the sensor, the LED will shine whatever color your programmed in your color function. Next to the light value, you'll see the potentiometer value print out as well. Note: If the room you are in is very bright or dark, you may have to change the value of the “threshold” variable in the code to make your night-light turn on and off. See the Troubleshooting section for instructions. Program Overview 1. Store the light level from pin A0 in the variable photoresistor . 2. Store the potentiometer value from pin A1 in the variable potentiometer . 3. If the light level variable is above the threshold , call the function that turns the RGB LED off. 4. If the light level variable is below the threshold , call one of the color functions to turn the RGB LED on. 5. If potentiometer is between 0 and 150, turn the RGB LED on red. 6. If potentiometer is between 151 and 300, turn the RGB LED on orange. 7. If potentiometer is between 301 and 450, turn the RGB LED on yellow. 8. If potentiometer is between 451 and 600, turn the RGB LED on green. 9. If potentiometer is between 601 and 750, turn the RGB LED on cyan. 10. If potentiometer is between 751 and 900, turn the RGB LED on blue. 11. If potentiometer is greater than 900, turn the RGB LED on magenta. Code to Note Code Description Analog Output (PWM): The analogWrite() function outputs a voltage between 0 and 5V on a pin. The function breaks the range between 0 and 5V into 255 little steps. Note that we are not turning the LED on to full brightness (255) in this code so that the night-light is not too bright. Feel free to change these values and see what happens. analogWrite(RedPin, 100); Nested if Statements: if(logic statement) { if(logic statement) A nested if statement is one or more if statements "nested" inside of another if statement. If the parent if statement is true, then the code looks at each of the nested if statements and executes any that are true. If the parent if statement is false, then none of the nested statements will execute. { code to be run if the logic statement is true} if(logic statement) { code to be run if the logic statement is true} } More Logical Operators: if(potentiometer > 0 && potentiometer These if statements are checking for two conditions by using the AND ( && ) operator. In this line, the if statement will only be true if the value of the variable potentiometer is greater than 0 AND if the value is less than or equal to 150. By using && , the program allows the LED to have many color states. Port, and make sure that you select the right port. Circuit 5: Buzzer In this circuit, you'll use the RedBoard and a small buzzer to make music, and you'll learn how to program your own songs using arrays. Parts Needed You will need the following parts: 1x Breadboard 1x SparkFun RedBoard 4x Jumper Wires 1x 10K Potentiometer 1x Buzzer Didn't Get the Tinker Kit? If you are conducting this experiment and didn't get the Tinker Kit, we suggest using these parts: SparkFun RedBoard Qwiic Breadboard - Self-Adhesive (White)  DEV-15123  PRT-12002 Trimpot 10K Ohm with Knob Jumper Wires Standard 7" M/M - 30 AWG (30 Pack)  COM-09806  PRT-11026 Mini Speaker - PC Mount 12mm 2.048kHz  COM-07950 New Components Buzzer The buzzer uses a small magnetic coil to vibrate a metal disc inside a plastic housing. By pulsing electricity through the coil at different rates, different frequencies (pitches) of sound can be produced. Attaching a potentiometer to the output allows you to limit the amount of current moving through the buzzer and lower its volume. New Concepts Reset Button The RedBoard has a built-in reset button. This button will reset the board and start the code over from the beginning, running what is in setup() and then loop() . Tone Function The tone function controls the pitch of the buzzer. This function is similar to PWM in that it generates a wave of a certain frequency on the specified pin. The frequency and duration can both be passed to the tone() function when calling it. To turn the tone off, you need to call noTone() or pass a duration of time for it to play and then stop. Unlike PWM, tone() can be used on any digital pin. Arrays Arrays operate like variables but they can store multiple values. The simplest array is just a list. Imagine that you want to store the frequency for each note of the C major scale. We could make seven variables and assign a frequency to each one, or we could use an array and store all seven in the same array, as shown below. To refer to a specific value in the array, an index number is used. Arrays are indexed from 0. For example, to call the first element in the array, use array_name[0]; ; to call the second element, use array_name[1]; and so on. Musical Note Frequency (Hz) Using Variables Using an Array A 220 aFrequency frequency[0] B 247 bFrequency frequency[1] C 261 cFrequency frequency[2] D 294 dFrequency frequency[3] E 330 eFrequency frequency[4] F 349 fFrequency frequency[5] G 392 gFrequency frequency[6] Hardware Hookup Polarized Components  Pay special attention to the component’s markings indicating how to place it on the breadboard. Polarized components can only be connected to a circuit in one direction. The buzzer is polarized. To see which leg is positive and which is negative, flip the buzzer over and look at the markings underneath. Keep track of which pin is where, as they will be hard to see once inserted into the breadboard. There is also text on the positive side of the buzzer, along with a tiny (+) symbol. Volume Knob All of the circuits with the buzzer make use of a potentiometer as a rudimentary volume knob. Notice that only two of the potentiometer's legs are used in these circuits. In these instances, the potentiometer is acting as a variable resistor, limiting the amount of current flowing to the speaker and thus affecting the volume as you turn the knob. This is similar to the current-limiting resistor used to limit current to the LED in circuit 1 --- only this time the resistance is variable. Ready to start hooking everything up? Check out the circuit diagram and hookup table below to see how everything is connected. Circuit Diagram Having a hard time seeing the circuit? Click on the image for a closer look. Hookup Table Component RedBoard Breadboard Breadboard Buzzer J1 (Buzzer + ) J3 (Buzzer - ) Potentiometer B1 B2 Jumper Wire GND GND Rail ( - ) Jumper Wire Digital Pin 10 F1 Jumper Wire E2 GND Rail ( - ) Jumper Wire E1 F3 Breadboard B3 In the table, polarized components are shown with a warning triangle and the whole row highlighted yellow. Open the Sketch Open the example code from your Arduino sketchbook or copy and paste the following code into the Arduino IDE. Hit upload, and see what happens! /* SparkFun Tinker Kit Circuit 5: Buzzer Play notes using a buzzer connected to pin 10 This sketch was written by SparkFun Electronics, with lots of help from the Arduino community. This code is completely free for any use. View circuit diagram and instructions at: https://learn.sparkfun.com/tutorials/activity-guide-fo r-sparkfun-tinker-kit/ Download drawings and code at: https://github.com/sparkfun/SparkFun_Tinker_Kit_Code/ */ int speakerPin = 10; //the pin that buzzer is connected to void setup() { pinMode(speakerPin, OUTPUT); //set the output pin for the speaker } void loop() { play('g', 2); //ha play('g', 1); //ppy play('a', 4); //birth play('g', 4); //day play('C', 4); //to play('b', 4); //you play(' ', 2); //pause for 2 beats play('g', 2); //ha play('g', 1); //ppy play('a', 4); //birth play('g', 4); //day play('D', 4); //to play('C', 4); //you play(' ', 2); //pause for 2 beats play('g', 2); //ha play('g', 1); //ppy play('G', 4); //birth play('E', 4); //day play('C', 4); //dear play('b', 4); //your play('a', 6); //name play(' ', 2); //pause for 2 beats play('F', play('F', play('E', play('C', play('D', play('C', 2); 1); 4); 4); 4); 6); //ha //ppy //birth //day //to //you while(true){} //get stuck in this loop forever so that the song only plays once } void play( char note, int beats) { int numNotes = 14; // number of notes in our note and frequency array (there are 15 values, b ut arrays start at 0) //Note: these notes are C major (there are no sharps or flats) //this array is used to look up the notes char notes[] = { 'c', 'd', 'e', 'f', 'g', 'a', 'b', 'C', 'D', 'E', 'F', 'G', 'A', 'B', ' '}; //this array matches frequencies with each letter (e.g. the 4th note is 'f', the 4th frequency is 175) int frequencies[] = {131, 147, 165, 175, 196, 220, 247, 262, 294, 330, 349, 392, 440, 494, 0}; int currentFrequency = 0; //the frequency that we find when we look up a frequency in the a rrays int beatLength = 150; //the length of one beat (changing this will speed up or slow down the tempo of the song) //look up the frequency that corresponds to the note for (int i = 0; i < numNotes; i++) // check each value in notes from 0 to 14 { if (notes[i] == note) // does the letter passed to the play function match the l etter in the array? { currentFrequency = frequencies[i]; // Yes! Set the current frequency to match that note } } //play the frequency that matched our letter for the number of beats passed to the play functi on tone(speakerPin, currentFrequency, beats * beatLength); delay(beats* beatLength); //wait for the length of the tone so that it has time to play delay(50); //a little delay between the notes makes the song sound more natur al } /* CHART OF FREQUENCIES FOR NOTES IN C MAJOR Note Frequency (Hz) c 131 d 147 e 165 f 175 g a b C D E F G A B */ 196 220 247 262 294 330 349 392 440 494 What You Should See When the program begins, a song will play from the buzzer once. To replay the song, press the reset button on the RedBoard. Use the potentiometer to adjust the volume. Program Overview Inside the main loop: 1. Play the first note for x number of beats using the play function. a. (Inside the play function:) Take the note passed to the play function and compare it to each letter in the notes array. When you find a note that matches, remember the index position of that note (e.g., 6th entry in the notes array). b. Get a frequency from the frequency array that has the same index as the note that matched (e.g., the 6th frequency). c. Play that frequency for the number of beats passed to the play function. 2. Play the second note using the play function ...and so on. Code to Note Code Description Character Variables: The char, or character, variable to store character values. For example, in this sketch, the play() function gets passed two variables, a character variable that represents the mucial note we want to play and an integer variable that represents how long to play that note. A second array takes the character variable and associates a frequency value to it. This makes programming a song easier as you can just reference the character and not the exact frequency. void play( char note, int beats) Tone Function: The tone() function will pulse power to a pin at a specific frequency. The duration controls how long the sound will play. Tone can be used on any digital pin. tone(pin, frequency, duration); Declaring an Array: To declare an array, you must give it a name, then either tell Arduino how many positions the array will have or assign a list of values to the array. arrray_name[array_size]; or arrray_name[] = {array elements}; Calling an Array: To call one of the values in an array, simply type the name of the array and the index of the value. You can use a variable instead of a number in between the square brackets. Don't forget the index starts at 0, not 1, so to call the first element, use array_name[0]; . array_name[index #]; Coding Challenges Challenge Description Change the tempo of the song Experiment with the beatLength; variable to change the tempo of the song. Make your own song Try changing the notes to make a different song. Spaces " " can be used for rests in the song. Troubleshooting Problem Solution The song is too quiet or too loud Turn the potentiometer to adjust the volume. No sound is playing Try pressing the reset button on the RedBoard. If that doesn’t work, check your wiring of the buzzer. It's easy to misalign a pin with a jumper wire. Circuit 6: Digital Trumpet Learn about digital inputs and buttons as you build your own digital trumpet! Gather the following parts to build the circuit: 1x Breadboard 1x SparkFun RedBoard 10x Jumper Wires 1x 10K Potentiometer 1x Buzzer 1x Green Push Button 1x Yellow Push Button 1x Red Push Button Parts Needed Didn't Get the Tinker Kit? If you are conducting this experiment and didn't get the Tinker Kit, we suggest using these parts: SparkFun RedBoard Qwiic Breadboard - Self-Adhesive (White)  DEV-15123  PRT-12002 Trimpot 10K Ohm with Knob Multicolor Buttons - 4-pack  COM-09806  PRT-14460 Mini Speaker - PC Mount 12mm 2.048kHz Jumper Wires Standard 7" M/M - 30 AWG (30 Pack)  COM-07950  PRT-11026 New Components Buttons Buttons, also known as momentary switches, are switches that only remain in their on state as long as they’re being actuated, or pressed. Most often momentary switches are best used for intermittent user-input cases: reset button and keypad buttons. These switches have a nice, tactile, “clicky” feedback when you press them. Note that the different colors are just aesthetic. All of the buttons included behave the same no matter their color. New Concepts Binary Number System Number systems are the methods we use to represent numbers. We’ve all been mostly operating within the comfy confines of a base-10 number system, but there are many others. The base-2 system, otherwise known as binary, is common when dealing with computers and electronics. There are really only two ways to represent the state of anything: ON or OFF, HIGH or LOW, 1 or 0. And so, almost all electronics rely on a base-2 number system to store and manipulate numbers. The heavy reliance electronics places on binary numbers means it’s important to know how the base-2 number system works. Digital Input In circuit 1, you worked with digital outputs. This circuit focuses on digital inputs. Digital inputs only care if something is in one of two states: TRUE or FALSE, HIGH or LOW, ON or OFF. Digital inputs are great for determining if a button has been pressed or if a switch has been flipped. Pull-up Resistors A pull-up resistor is a small circuit that holds the voltage HIGH (5V) on a pin until a button is pressed, pulling the voltage LOW (0V). The most common place you will see a pull-up resistor is when working with buttons. A pull-up resistor keeps the button in one state until it is pressed. The RedBoard has built-in pull-up resistors, but they can also be added to a circuit externally. This circuit uses the internal pull-up resistors, covered in more detail in the Code to Note section. Hardware Hookup Buttons are not polarized. However, they do merit a closer look. Buttons make momentary contact from one connection to another, so why are there four legs on each button? The answer is to provide more stability and support to the buttons in your breadboard circuit. Each row of legs is connected internally. When the button is pressed, one row connects to the other, making a connection between all four pins. If the button's legs don't line up with the slots on the breadboard, rotate it 90 degrees. Ready to start hooking everything up? Check out the circuit diagram and hookup table below to see how everything is connected. Circuit Diagram Having a hard time seeing the circuit? Click on the image for a closer look. Hookup Table Component RedBoard Breadboard Breadboard Buzzer J1 (Buzzer + ) J3 (Buzzer - ) Potentiometer B1 B2 Jumper Wire GND GND Rail ( - ) Jumper Wire Digital Pin 10 F1 Jumper Wire E2 GND Rail ( - ) Jumper Wire E1 F3 Breadboard B3 Push Button D16/D18 G16/G18 Push Button D22/D24 G22/G24 Push Button D28/D30 G28/G30 Jumper Wire Digital Pin 4 J18 Jumper Wire Digital Pin 3 J24 Jumper Wire Digital Pin 2 J30 Jumper Wire J16 GND Rail ( - ) Jumper Wire J22 GND Rail ( - ) Jumper Wire J28 GND Rail ( - ) In the table, polarized components are shown with a warning triangle and the whole row highlighted yellow. Open the Sketch Open the example code from your Arduino sketchbook or copy and paste the following code into the Arduino IDE. Hit upload, and see what happens! /* SparkFun Tinker Kit Circuit 6: Digital Trumpet Use 3 buttons plugged to play musical notes on a buzzer. This sketch was written by SparkFun Electronics, with lots of help from the Arduino community. This code is completely free for any use. View circuit diagram and instructions at: https://learn.sparkfun.com/tutorials/activity-guide-fo r-sparkfun-tinker-kit/ Download drawings and code at: https://github.com/sparkfun/SparkFun_Tinker_Kit_Code/ */ //set the pins for the button and buzzer int firstKeyPin = 2; int secondKeyPin = 3; int thirdKeyPin = 4; int buzzerPin = 10; void setup() { //set the button pins as inputs pinMode(firstKeyPin, INPUT_PULLUP); pinMode(secondKeyPin, INPUT_PULLUP); pinMode(thirdKeyPin, INPUT_PULLUP); //set the buzzer pin as an output pinMode(buzzerPin, OUTPUT); } void loop() { if(digitalRead(firstKeyPin) == LOW){ //if the first key is pressed tone(buzzerPin, 262); //play the frequency for c } else if(digitalRead(secondKeyPin) == LOW){ //if the second key is pressed tone(buzzerPin, 330); //play the frequency for e } else if(digitalRead(thirdKeyPin) == LOW){ //if the third key is pressed tone(buzzerPin, 392); //play the frequency for g } else{ noTone(buzzerPin); //if no key is pressed turn the buzzer off } } /* note frequency c 262 Hz d 294 Hz e 330 Hz f g a b C */ 349 392 440 494 523 Hz Hz Hz Hz Hz What You Should See Different tones will play when you press different keys. Turning the potentiometer will adjust the volume. Program Overview 1. Check to see if the first button is pressed. a. If it is, play the frequency for c. b. If it isn’t, skip to the next else if statement. 2. Check to see if the second button is pressed. a. If it is, play the frequency for e. b. If it isn’t, skip to the next else if statement. 3. Check to see if the second button is pressed. a. If it is, play the frequency for g. b. If it isn’t, skip to the next else if statement. 4. If none of the if statements are true a. Turn the buzzer off. Code to Note Code Description Internal Pull-Up Resistor: To declare a standard input, use the line pinMode(pin_name, INPUT) . If you would like to use one of the RedBoard's built-in pull-up 20kΩ resistors, it would look like this: pinMode(firstKeyPin, INPUT_PULLUP); . The advantage of external pull-ups is being able to choose a more exact value for the resistor. pinMode(firstKeyPin, INPUT_PULLUP); Digital Input: digitalRead(pin); Is Equal to: if(digitalRead(firstKeyPin) == LOW) Check to see if an input pin is reading HIGH (5V) or LOW (0V). Returns TRUE (1) or FALSE (0) depending on the reading. This is another logical operator. The 'is equal to' symbol ( == ) can be confusing. Two equals signs are equivalent to asking, "Are these two values equal to one another?" On the other hand, one equals sign in code is assigning a particular variable to a value. Don't forget to add the second equals sign if you are comparing two values. Coding Challenges Challenge Description Change the key of each button Use the frequency table in the comment section at the end of the code to change the notes that each button plays. Play more than three notes with if statements By using combinations of buttons, you can play up to seven notes of the scale. You can do this in a few ways. To get more practice with if statements, try adding seven if statements and using the Boolean AND ( && ) operator to represent all of the combinations of keys. Play more than three notes with binary math You can use a clever math equation to play more than three notes with your three keys. By multiplying each key by a different number, then adding up all of these numbers, you can make a math equation that produces a different number for each combination of keys. Troubleshooting Problem Solution The buzzer is too loud or too quiet Turn the potentiometer to adjust the volume. The RedBoard thinks one key is always pressed Check your wiring. You may have ground and 5V backward if one or more buttons behave as though they're pressed all the time. The buttons are not working First, make sure that the wiring is correct. It is easy to misalign a wire with a button leg. Second, make sure that you have declared your buttons as inputs and have enabled the internal pull-up resistors with INPUT_PULLUP . Circuit 7: Simon Says Game The Simon Says game uses LEDs to flash a pattern, which the player must remember and repeat using four buttons. The classic [Simon](https://en.wikipedia.org/wiki/Simon_(game)) game has been a hit since the 1980s. Now you can build your own! Parts Needed You will need the following parts: 1x Breadboard 1x SparkFun RedBoard 16x Jumper Wires 4x 330Ω Resistor 1x 10K Potentiometer 1x Buzzer 1x Blue LED 1x Blue Push Button 1x Green LED 1x Green Push Button 1x Yellow LED 1x Yellow Push Button 1x Red LED 1x Red Push Button Didn't Get the Tinker Kit? If you are conducting this experiment and didn't get the Tinker Kit, we suggest using these parts: SparkFun RedBoard Qwiic Breadboard - Self-Adhesive (White)  DEV-15123  PRT-12002 Trimpot 10K Ohm with Knob LED - Assorted (20 pack)  COM-09806  COM-12062 Multicolor Buttons - 4-pack  PRT-14460 Jumper Wires Standard 7" M/M - 30 AWG (30 Pack)  PRT-11026 Mini Speaker - PC Mount 12mm 2.048kHz  COM-07950 Resistor 330 Ohm 1/4 Watt PTH - 20 pack (Thick Leads)  PRT-14490 New Concepts For Loops For loops repeat a section of code a set number of times. The loop works by using a counter (usually programmers use the letter “i” for this variable) that increases each loop until it reaches a stop value. Here’s an example of a simple for loop: for (int i = 0; i < 5; i++){ Serial.print(i); } The for loop takes three parameters in the brackets, separated by semicolons. The first parameter is the start value. In this case, integer i starts at 0. The second value is the stop condition. In this case, we stop the loop when i is no longer less than 5 (i < 5 is no longer true). The final parameter is an increment value. i++ is shorthand for increase i by 1 each time, but you could also increase i by different amounts. This loop would repeat five times. Each time it would run the code in between the brackets, which prints the value of i to the serial monitor. Measuring Durations of Time With millis() The RedBoard has a built-in clock that keeps accurate time. You can use the millis() command to see how many milliseconds have passed since the RedBoard was last powered. By storing the time when an event happens and then subtracting the current time, you can measure the number of milliseconds (and thus seconds) that have passed. This sketch uses this function to set a time limit for repeating the pattern. Custom Functions This sketch uses several user-defined functions. These functions perform operations that are needed many times in the program (for example, reading which button is currently pressed or turning all of the LEDs off). Functions are essential to make more complex programs readable and compact. Hardware Hookup Ready to start hooking everything up? Check out the circuit diagram and hookup table below to see how everything is connected. Circuit Diagram Having a hard time seeing the circuit? Click on the image for a closer look. Hookup Table Component RedBoard Breadboard Breadboard Buzzer J1 (Buzzer + ) J3 (Buzzer - ) Potentiometer B1 B2 Jumper Wire GND GND Rail ( - ) Jumper Wire Digital Pin 10 F1 Jumper Wire E2 GND Rail ( - ) Jumper Wire E1 F3 Push Button D10/D12 G10/G12 Push Button D16/D18 G16/G18 Push Button D22/D24 G22/G24 Breadboard B3 Push Button D28/D30 Jumper Wire Digital Pin 8 J12 Jumper Wire Digital Pin 6 J18 Jumper Wire Digital Pin 4 J24 Jumper Wire Digital Pin 2 J30 G28/G30 Jumper Wire J10 GND Rail ( - ) Jumper Wire J16 GND Rail ( - ) Jumper Wire J22 GND Rail ( - ) Jumper Wire J28 GND Rail ( - ) Blue LED  H7 LED ( + ) H8 LED ( - ) Green LED  H13 LED ( + ) H14 LED ( - ) Yellow LED  H19 LED ( + ) H20 LED ( - ) Red LED  H25 LED ( + ) H26 LED ( - ) Jumper Wire Digital Pin 9 J7 Jumper Wire Digital Pin 7 J13 Jumper Wire Digital Pin 5 J19 Jumper Wire Digital Pin 3 J25 330Ω Resistor (orange, orange, brown) J8 GND Rail ( - ) 330Ω Resistor (orange, orange, brown) J14 GND Rail ( - ) 330Ω Resistor (orange, orange, brown) j20 GND Rail ( - ) 330Ω Resistor (orange, orange, brown) J26 GND Rail ( - ) In the table, polarized components are shown with a warning triangle and the whole row highlighted yellow. Open the Sketch Open the example code from your Arduino sketchbook or copy and paste the following code into the Arduino IDE. Hit upload, and see what happens! /* SparkFun Tinker Kit Circuit 7: Simon Says Game The Simon Says game flashes a pattern using LED lights, then the player must repeat the pattern. This sketch was written by SparkFun Electronics, with lots of help from the Arduino community. This code is completely free for any use. View circuit diagram and instructions at: https://learn.sparkfun.com/tutorials/activity-guide-fo r-sparkfun-tinker-kit/ Download drawings and code at: https://github.com/sparkfun/SparkFun_Tinker_Kit_Code/ */ //set the pins where the butons, LEDs and buzzer connect int button[] = {2,4,6,8}; //red is button[0], yellow is button[1], green is button[2], blue is button[3] int led[] = {3,5,7,9}; //red is led[0], yellow is led[1], green is led[2], blue is led[3] int tones[] = {262, 330, 392, 494}; //tones to play with each button (c, e, g, b) int roundsToWin = 10; //number of rounds the player has to play before they win the game (the array can only hold up to 16 rounds) int buttonSequence[16]; //make an array of numbers that will be the sequence that the play er needs to remember int buzzerPin = 10; //pin that the buzzer is connected to int pressedButton = 4; //a variable to remember which button is being pressed. 4 is the v alue if no button is being pressed. int roundCounter = 1; //keeps track of what round the player is on long startTime = 0; //timer variable for time limit on button press long timeLimit = 2000; //time limit to hit a button boolean gameStarted = false; //variable to tell the game whether or not to play the start s equence void setup(){ //set all of the button pins to input_pullup (use the builtin pullup resistors) pinMode(button[0], INPUT_PULLUP); pinMode(button[1], INPUT_PULLUP); pinMode(button[2], INPUT_PULLUP); pinMode(button[3], INPUT_PULLUP); //set all of the LED pins to output pinMode(led[0], OUTPUT); pinMode(led[1], OUTPUT); pinMode(led[2], OUTPUT); pinMode(led[3], OUTPUT); pinMode(buzzerPin, OUTPUT); //set the buzzer pin to output } void loop(){ if (gameStarted == false){ //if the game hasn't started yet startSequence(); //flash the start sequence roundCounter = 0; //reset the round counter delay(1500); //wait a second and a half gameStarted = true; //set gameStarted to true so that this sequence doesn't start agai n } //each round, start by flashing out the sequence to be repeated for(int i=0; i
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