
Coding the Arduino: Building Fun Programs, Games, and Electronic Projects
Bob Dukish
Résumé
The projects will be described where the program code that is presented can be modified, or in which two or more of the sample programs may be used to synthesize a new program as the solution to the problem that is presented.
Coding the Arduino contains four sections: background information, game development, electronic games and projects, and expanded programs. The final chapters expand on the functionality of some of the programs presented in previous chapters, and challenges you with capstone projects.
The projects will be described where the program code that is presented can be modified, or in which two or more of the sample programs may be used to synthesize a new program as the solution to the problem that is presented. Additionally, review questions are presented at the end of each chapter to test your comprehension of the material.
What You'll Learn
- Understand basic principles of technology, and about analog and digital electronics.
- Create games from scratch, where you interactively play against the program.
- Gain an introduction to Artificial Intelligence (AI)
Who This Book Is For
Electronic hobbyists, makers of all levels, and teens with an interest in technology and coding who are looking to get started with Arduinos.
Chapter 1. A background on technologySection 1.1 The difference between science and technologySection 1.2 Ohm's LawSection 1.3 Engineering notation
Chapter 2. Computers and the binary systemSection 2.1 Digital signalsSection 2.2 Power consumptionSection 2.3 InterfacingSection 2.4 Pull-ups and pull-downs
Section Two
Chapter 3. MicrocontrollersSection 3.1 Describing microcontrollersSection 3.2 Writing a program
Chapter 4. More loops, and more elegant methods to flash an LED Section 4.1 Timer loopsSection 4.2 Controlling embedded processesSection 4.3 Digital electronicsSection 4.4 Intermittent windshield wiper control with Arduino
Chapter 5. Serial CommunicationsSection 5.1 The binary number system and ASCII codeSection 5.2 Simulating artificial intelligenceSection 5.3 Designing a serial communications gameSection 5.4 A recipe quantity calculator for baked goods
Chapter 6. Having fun with programmingSection 6.1 Random teacher jokesSection 6.2 Perfecting random numbersSection 6.3 Poker gameSection 6.4 Multi-dimensional arraysSection 6.5 Dice game
Chapter 7. More game programming with a detailed explanationSection 7.1 Coding the game of Twenty One, first attemptSection 7.2 Coding the game of Twenty One, second attempt
Section Three
Chapter 8. Electronic projectsSection 8.1 Coding a voltmeterSection 8.2 Dimming an LED with pulse width modulationSection 8.3 Controlling an LED using a light sensorSection 8.4 Coding a frequency counterSection 8.5 Pulse generationSection 8.6 Counter with seven-segment display (with driver)Section 8.7 Dice game with seven-segment display(with driver)Section 8.8 Counter with seven-segment display (no driver)Section 8.9 Dice game with seven-segment display (no driver)Section 8.10 Electronic dice game with individual LEDs
Section Four
Chapter 9. More elaborate projectsSection 9.1 Coding a more functional poker gameSection 9.2 Coding a more functional game of Twenty OneSection 9.3 Using the Arduino to transmit Morse Code
Chapter 10. Capstone ProjectsSection 10.1 Building an audio Morse code readerSection 10.2 Building an audio Morse code decoderSection 10.3 Team project one, IR Morse code linkSection 10.4 Team project two, IR control linkSection 10.5 Coding math combination word problems
AppendixA.1 Using and writing librariesA.2 Answers to chapter review questions and projectsA.3 Parts list
Caractéristiques techniques
PAPIER | |
Éditeur(s) | Apress |
Auteur(s) | Bob Dukish |
Parution | 13/06/2018 |
Nb. de pages | 294 |
EAN13 | 9781484235096 |
Avantages Eyrolles.com
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