ESTUDANDO O MUNDO ARDUINO:E ANTECIPANDO O FUTURO: | ||
CATÁLOGO DE VARIÁVEIS ARDUINO | ||
acessar com www.ebanataw.com.br/arduino/catalogovariaveis.htm |
A linguagem ARDUINO possui uma série de palavras com significados específicos. Esta lista, embora eu chame de "catálogo" não tem a pretensão de relacionar TODAS as variáveis, palavras reservadas do ARDUÍNO com significados próprios.
Peço desculpas aos internautas pois esta página se encontra, ainda, no original em inglês mas prometo que irei traduzindo na medida do possível. Entre não apresentar a página em português e apresentá-la no original, preferi esta forma pois é melhor ter a lista das Variáveis Arduino mesmo que explicadas em inglês. Mesmo nos exemplos mais simples, o internauta vai encotrar comandos como:
digitalWrite(8,HIGH);
e poderá ficar meio perdido pois não sabe, ainda, o que significa a função digitalWrite(8,HIGH) e nem a variável HIGH.
VARIÁVEIS
ARDUINO
Similar to integer constants, floating point constants
are used to make code more readable. Floating point constants are swapped at
compile time for the value to which the expression evaluates.
n =
0.005;
// 0.005 is a floating point constant
Floating point constants can also be expressed in a
variety of scientific notation. 'E' and 'e' are both accepted as valid exponent
indicators.
floating-point constant |
evaluates to: |
also evaluates to: |
10.0 |
10 |
|
2.34E5 |
2.34 * 10^5 |
234000 |
67e-12 |
67.0 * 10^-12 |
0.000000000067 |
Integer constants are numbers that are used directly in
a sketch, like 123. By default, these numbers are treated as
int but you can change this with the U and L modifiers (see below).
Normally, integer constants are treated as base 10
(decimal) integers, but special notation (formatters) may be used to enter
numbers in other bases.
Base |
Example |
Formatter |
Comment |
10 (decimal) |
123 |
none |
|
2 (binary) |
B1111011 |
leading 'B' |
only works with 8 bit values (0 to 255)
characters 0&1 valid |
8 (octal) |
0173 |
leading "0" |
characters 0-7 valid |
16 (hexadecimal) |
0x7B |
leading "0x" |
characters 0-9, A-F, a-f valid |
This is the common-sense math with which you are
acquainted. Constants without other prefixes are assumed to be in decimal
format.
n =
101;
// same as 101 decimal ((1 * 10^2) + (0 * 10^1) + 1)
Only the characters 0 and 1 are valid.
n = B101;
// same as 5 decimal ((1 * 2^2) + (0 * 2^1) + 1)
The binary formatter only works on bytes (8 bits)
between 0 (B0) and 255 (B11111111). If it is convenient to input an int (16
bits) in binary form you can do it a two-step procedure such as:
myInt = (B11001100 *
256) + B10101010;
// B11001100 is the high byte`
Only the characters 0 through 7 are valid. Octal values
are indicated by the prefix "0" (zero).
n =
0101;
// same as 65 decimal ((1 * 8^2) + (0 * 8^1) + 1)
It is possible to generate a hard-to-find bug by
(unintentionally) including a leading zero before a constant and having the
compiler unintentionally interpret your constant as octal.
Valid characters are 0 through 9 and letters A through
F; A has the value 10, B is 11, up to F, which is 15. Hex values are indicated
by the prefix "0x". Note that A-F may be syted in upper or lower case (a-f).
n =
0x101;
// same as 257 decimal ((1 * 16^2) + (0 * 16^1) + 1)
U & L formatters:
By default, an integer constant is treated as an int
with the attendant limitations in values. To specify an integer constant with
another data type, follow it with:
·
a 'u' or 'U' to force the constant into an
unsigned data format. Example: 33u
·
a 'l' or 'L' to force the constant into a long
data format. Example: 100000L
·
a 'ul' or 'UL' to force the constant into an
unsigned long constant. Example: 32767ul
Constants are predefined expressions in the Arduino
language. They are used to make the programs easier to read. We classify
constants in groups:
There are two constants used to represent truth and
falsity in the Arduino language: true
,
and false
.
false
is the easier of the two to define. false is defined as 0 (zero).
true
is often said to be defined as 1, which is correct, but true has a wider
definition. Any integer which is non-zero is true, in a Boolean sense. So -1, 2
and -200 are all defined as true, too, in a Boolean sense.
Note that the true
and false
constants are typed
in lowercase unlike HIGH
,
LOW
,
INPUT
, and
OUTPUT
.
When reading or writing to a digital pin there are only
two possible values a pin can take/be-set-to:
HIGH
and LOW
.
The meaning of HIGH
(in reference to a pin) is somewhat different depending on whether a pin is set
to an INPUT
or
OUTPUT
. When a pin is configured as
an INPUT
with
pinMode(), and read with
digitalRead(), the Arduino (ATmega) will report
HIGH
if:
·
a voltage greater than 3.0V is present at the pin
(5V boards)
·
a voltage greater than 2.0V volts is present at
the pin (3.3V boards)
A pin may also be configured as an INPUT with
pinMode()
, and subsequently made
HIGH with
digitalWrite(). This will enable the internal 20K pullup resistors, which
will pull
up the input pin to a HIGH
reading unless it is pulled LOW
by external circuitry. This is how
INPUT_PULLUP
works and is described below in more detail.
When a pin is configured to OUTPUT with
pinMode()
, and set to
HIGH
with
digitalWrite()
, the pin is at:
·
5 volts (5V boards)
·
3.3 volts (3.3V boards)
In this state it can source current, e.g. light an LED
that is connected through a series resistor to ground.
The meaning of LOW
also has a different meaning depending on whether a pin is set to
INPUT
or
OUTPUT
. When a pin is configured as an
INPUT
with
pinMode()
, and read with
digitalRead()
, the Arduino (ATmega) will report LOW if:
·
a voltage less than 1.5V is present at the pin
(5V boards)
·
a voltage less than 1.0V (Approx) is present at
the pin (3.3V boards)
When a pin is configured to
OUTPUT
with
pinMode()
, and set to
LOW
with
digitalWrite()
, the pin is at 0 volts (both 5V and 3.3V
boards). In this state it can sink current, e.g. light an LED that is connected
through a series resistor to +5 volts (or +3.3 volts).
INPUT |
OUTPUT |
INPUT_PULLUP
Digital pins can be used as
INPUT
,
INPUT_PULLUP
, or
OUTPUT
. Changing a pin with
pinMode()
changes the electrical behavior of the pin.
Arduino (ATmega) pins configured as
INPUT
with
pinMode()
are said to be in a
high-impedance state. Pins configured
as INPUT
make extremely small
demands on the circuit that they are sampling, equivalent to a series resistor
of 100 Megohms in front of the pin. This makes them useful for reading a sensor.
If you have your pin configured as an
INPUT
, and are reading a switch,
when the switch is in the open state the input pin will be "floating", resulting
in unpredictable results. In order to assure a proper reading when the switch is
open, a pull-up or pull-down resistor must be used. The purpose of this resistor
is to pull the pin to a known state when the switch is open. A 10 K ohm resistor
is usually chosen, as it is a low enough value to reliably prevent a floating
input, and at the same time a high enough value to not not draw too much current
when the switch is closed. See the
Digital Read Serial tutorial for more information.
If a pull-down resistor is used, the input pin will be
LOW
when the switch is open
and HIGH
when the switch is
closed.
If a pull-up resistor is used, the input pin will be
HIGH
when the switch is open
and LOW
when the switch is
closed.
The ATmega microcontroller on the Arduino has internal
pull-up resistors (resistors that connect to power internally) that you can
access. If you prefer to use these instead of external pull-up resistors, you
can use the INPUT_PULLUP
argument in pinMode()
.
See the
Input
Pullup Serial tutorial for an example of this in use.
Pins configured as inputs with either
INPUT
or
INPUT_PULLUP
can be damaged or destroyed if they are
connected to voltages below ground (negative voltages) or above the positive
power rail (5V or 3V).
Pins configured as
OUTPUT
with pinMode()
are said to be in a
low-impedance
state. This means that they can provide a substantial amount of current to other
circuits. ATmega pins can source (provide current) or sink (absorb current) up
to 40 mA (milliamps) of current to other devices/circuits. This makes them
useful for powering LEDs because LEDs typically use less than 40 mA. Loads
greater than 40 mA (e.g. motors) will require a transistor or other interface
circuitry.
Pins configured as outputs can be damaged or destroyed
if they are connected to either the ground or positive power
Most Arduino boards have a pin connected to an on-board
LED in series with a resistor. The constant LED_BUILTIN
is the
number of the pin to which the on-board LED is connected. Most boards have this
LED connected to digital pin 13.
Constants are predefined expressions in the Arduino
language. They are used to make the programs easier to read. We classify
constants in groups:
There are two constants used to represent truth and
falsity in the Arduino language: true
,
and false
.
false
is the easier of the two to define. false is defined as 0 (zero).
true
is often said to be defined as 1, which is correct, but true has a wider
definition. Any integer which is non-zero is true, in a Boolean sense. So -1, 2
and -200 are all defined as true, too, in a Boolean sense.
Note that the true
and false
constants are typed
in lowercase unlike HIGH
,
LOW
,
INPUT
, and
OUTPUT
.
Converts a value to the
byte data type.
byte(x)
x
: a
value of any type
byte
Converts a value to the
char data type.
char(x)
x
: a
value of any type
char
Converts a value to the
float data type.
float(x)
x
: a
value of any type
float
Converts a value to the
int data type.
int(x)
x
: a
value of any type
int
Converts a value to the
long data type.
long(x)
x
: a
value of any type
long
Converts a value to the
word data type.
word(x)
word(h, l)
x
: a
value of any type
h
:
the high-order (leftmost) byte of the word
l
:
the low-order (rightmost) byte of the word
word
Constructs an instance of the String class. There are
multiple versions that construct Strings from different data types (i.e. format
them as sequences of characters), including:
·
a constant string of characters, in double quotes
(i.e. a char array)
·
a single constant character, in single quotes
·
another instance of the String object
·
a constant integer or long integer
·
a constant integer or long integer, using a
specified base
·
an integer or long integer variable
·
an integer or long integer variable, using a
specified base
·
a float or double, using a specified decimal
palces
Constructing a String from a number results in a string
that contains the ASCII representation of that number. The default is base ten,
so
String thisString =
String(
13);
gives you the String "13". You can use other bases,
however. For example,
String thisString =
String(
13, HEX);
gives you the String "D", which is the hexadecimal
representation of the decimal value 13. Or if you prefer binary,
String thisString =
String(
13, BIN);
gives you the String "1101", which is the binary
representation of 13.
String(val)
String(val, base)
String(val, decimalPlaces)
val
:
a variable to format as a String - Allowed data types: string,
char, byte, int, long, unsigned int, unsigned long, float, double
base
(optional): the base in which
to format an integral value decimalPlaces
(only if val is float or double): the desired decimal places
an instance of the String class.
All of the following are valid declarations for Strings.
String stringOne =
"Hello String";
// using a constant String
String stringOne =
String(
'a');
// converting a constant char into a String
String stringTwo =
String(
"This is a string");
// converting a constant string into a String object
String stringOne =
String(stringTwo +
" with more");
// concatenating two strings
String stringOne =
String(
13);
// using a constant integer
String stringOne =
String(
analogRead(
0), DEC);
// using an int and a base
String stringOne =
String(
45, HEX);
sing an int and a base (hexadecimal)
String stringOne =
String(
255, BIN);
// using an int and a base (binary)
String stringOne =
String(
millis(), DEC);
// using a long and a base
String stringOne =
String(
5.698,
3);
// using a float and the decimal places
An array is a collection of variables that are accessed
with an index number. Arrays in the C programming language, on which Arduino is
based, can be complicated, but using simple arrays is relatively
straightforward.
All of the methods below are valid ways to create
(declare) an array.
int myInts[
6];
int myPins[] = {
2,
4,
8,
3,
6};
int mySensVals[
6] = {
2,
4,
-8,
3,
2};
char message[
6] =
"hello";
You can declare an array without initializing it as in
myInts.
In myPins we declare an array without explicitly choosing a size.
The compiler counts the elements and creates an array of the appropriate size.
Finally you can both initialize and size your array, as in mySensVals. Note
that when declaring an array of type char, one more element than your
initialization is required, to hold the required null character.
Arrays are zero indexed, that is, referring to the array
initialization above, the first element of the array is at index 0, hence
mySensVals[0] == 2,
mySensVals[1] == 4,
and so forth.
It also means that in an array with ten elements, index
nine is the last element. Hence:
int myArray[
10]={
9,
3,
2,
4,
3,
2,
7,
8,
9,
11};
// myArray[9] contains 11
// myArray[10] is invalid and contains random information (other memory address)
For this reason you should be careful in accessing
arrays. Accessing past the end of an array (using an index number greater than
your declared array size - 1) is reading from memory that is in use for other
purposes. Reading from these locations is probably not going to do much except
yield invalid data. Writing to random memory locations is definitely a bad idea
and can often lead to unhappy results such as crashes or program malfunction.
This can also be a difficult bug to track down.
Unlike BASIC or JAVA, the C compiler does no checking to
see if array access is within legal bounds of the array size that you have
declared.
mySensVals[0] = 10;
x = mySensVals[4];
Arrays are often manipulated inside for loops, where the
loop counter is used as the index for each array element. For example, to print
the elements of an array over the serial port, you could do something like this:
int i;
for (i =
0; i <
5; i = i +
1) {
Serial.
println(myPins[i]);
}
A bool
holds one of two values, true
or false
. (Each
bool
variable occupies one byte of
memory.)
This code shows how to use the
bool
datatype.
int LEDpin =
5;
// LED on pin 5
int switchPin =
13;
// momentary switch on 13, other side connected to ground
bool
running = false;
void
setup()
{
pinMode(LEDpin,
OUTPUT);
pinMode(switchPin,
INPUT);
digitalWrite(switchPin,
HIGH);
// turn on pullup resistor
}
void
loop()
{
if (
digitalRead(switchPin) ==
LOW)
{
// switch is pressed - pullup keeps pin high normally
delay(
100);
// delay to debounce switch
running = !
running;
// toggle running variable
digitalWrite(LEDpin,
running);
// indicate via LED
}
}
boolean
is a non-standard type alias for
bool defined by Arduino. It’s recommended to instead use the standard type
bool
, which is identical.
A byte stores an 8-bit unsigned number, from 0 to 255.
A data type that takes up 1 byte of memory that stores a
character value. Character literals are written in single quotes, like this: 'A'
(for multiple characters - strings - use double quotes: "ABC").
Characters are stored as numbers however. You can see
the specific encoding in the
ASCII chart. This
means that it is possible to do arithmetic on characters, in which the ASCII
value of the character is used (e.g. 'A' + 1 has the value 66, since the ASCII
value of the capital letter A is 65). See
Serial.println
reference for more on how characters are
translated to numbers.
The char datatype is a signed type, meaning that it
encodes numbers from -128 to 127. For an unsigned, one-byte (8 bit) data type,
use the
byte data type.
char myChar =
'A';
char myChar =
65;
// both are equivalent
Double precision floating point number. On the Uno and
other ATMEGA based boards, this occupies 4 bytes. That is, the double
implementation is exactly the same as the float, with no gain in precision.
On the Arduino Due, doubles have 8-byte (64 bit)
precision.
Users who borrow code from other sources that includes
double variables may wish to examine the code to see if the implied precision is
different from that actually achieved on ATMEGA based Arduinos.
Datatype for floating-point numbers, a number that has a
decimal point. Floating-point numbers are often used to approximate analog and
continuous values because they have greater resolution than integers.
Floating-point numbers can be as large as 3.4028235E+38 and as low as
-3.4028235E+38. They are stored as 32 bits (4 bytes) of information.
Floats have only 6-7 decimal digits of precision. That
means the total number of digits, not the number to the right of the decimal
point. Unlike other platforms, where you can get more precision by using a
double (e.g. up to 15 digits), on the Arduino, double is the same size as float.
Floating point numbers are not exact, and may yield
strange results when compared. For example 6.0 / 3.0 may not equal 2.0. You
should instead check that the absolute value of the difference between the
numbers is less than some small number.
Floating point math is also much slower than integer
math in performing calculations, so should be avoided if, for example, a loop
has to run at top speed for a critical timing function. Programmers often go to
some lengths to convert floating point calculations to integer math to increase
speed.
If doing math with floats, you need to add a decimal
point, otherwise it will be treated as an int. See the
Floating point constants page for details.
float var=val;
var
-
your float variable name val
- the value you assign to that variable
float myfloat;
float sensorCalbrate =
1.117;
int x;
int y;
float z;
x =
1;
y = x /
2;
// y now contains 0, ints can't hold fractions
z = (
float)x /
2.0;
// z now contains .5 (you have to use 2.0, not 2)
Integers are your primary data-type for number storage.
On the Arduino Uno (and other ATmega based boards) an
int stores a 16-bit (2-byte) value. This yields a range of -32,768 to 32,767
(minimum value of -2^15 and a maximum value of (2^15) - 1). On the Arduino Due
and SAMD based boards (like MKR1000 and Zero), an int stores a 32-bit (4-byte)
value. This yields a range of -2,147,483,648 to 2,147,483,647 (minimum value of
-2^31 and a maximum value of (2^31) - 1).
int’s store negative numbers with a technique called (2’s
complement math). The highest bit, sometimes referred to as the "sign" bit,
flags the number as a negative number. The rest of the bits are inverted and 1
is added.
The Arduino takes care of dealing with negative numbers
for you, so that arithmetic operations work transparently in the expected
manner. There can be an unexpected complication in dealing with the
bitshift right operator (>>) however.
int var = val;
var
-
your int variable nameval
- the value you assign to that variable
int ledPin =
13;
When signed variables are made to exceed their maximum
or minimum capacity they
overflow.
The result of an overflow is unpredictable so this should be avoided. A typical
symptom of an overflow is the variable "rolling over" from its maximum capacity
to its minimum or vice versa, but this is not always the case. If you want this
behavior, use
unsigned int.
Long variables are extended size variables for number
storage, and store 32 bits (4 bytes), from -2,147,483,648 to 2,147,483,647.
If doing math with integers, at least one of the numbers
must be followed by an L, forcing it to be a long. See the
Integer Constants page for details.
long var = val;
var
-
the long variable name val
-
the value assigned to the variable
long speedOfLight =
186000L;
// see the Integer Constants page for explanation of the 'L'
A short is a 16-bit data-type.
On all Arduinos (ATMega and ARM based) a short stores a
16-bit (2-byte) value. This yields a range of -32,768 to 32,767 (minimum value
of -2^15 and a maximum value of (2^15) - 1).
short var = val;
var
-
your short variable name val
- the value you assign to that variable
short ledPin =
13
Text strings can be represented in two ways. you can use
the String data type, which is part of the core as of version 0019, or you can
make a string out of an array of type char and null-terminate it. This page
described the latter method. For more details on the String object, which gives
you more functionality at the cost of more memory, see the
String object page.
All of the following are valid declarations for strings.
char Str1[15];
char Str2[8] = {'a', 'r', 'd', 'u', 'i',
'n', 'o'};
char Str3[8] =
{'a', 'r', 'd', 'u', 'i', 'n', 'o', '\0'};
char Str4[ ] = "arduino";
char Str5[8] = "arduino";
char Str6[15] = "arduino";
Possibilities for declaring strings
·
Declare an array of chars without initializing it
as in Str1
·
Declare an array of chars (with one extra char)
and the compiler will add the required null character, as in Str2
·
Explicitly add the null character, Str3
·
Initialize with a string constant in quotation
marks; the compiler will size the array to fit the string constant and a
terminating null character, Str4
·
Initialize the array with an explicit size and
string constant, Str5
·
Initialize the array, leaving extra space for a
larger string, Str6
Null termination
Generally, strings are terminated with a null character
(ASCII code 0). This allows functions (like
Serial.print()
) to tell where the
end of a string is. Otherwise, they would continue reading subsequent bytes of
memory that aren’t actually part of the string.
This means that your string needs to have space for one
more character than the text you want it to contain. That is why Str2 and Str5
need to be eight characters, even though "arduino" is only seven - the last
position is automatically filled with a null character. Str4 will be
automatically sized to eight characters, one for the extra null. In Str3, we’ve
explicitly included the null character (written '\0') ourselves.
Note that it’s possible to have a string without a final
null character (e.g. if you had specified the length of Str2 as seven instead of
eight). This will break most functions that use strings, so you shouldn’t do it
intentionally. If you notice something behaving strangely (operating on
characters not in the string), however, this could be the problem.
Single quotes or double quotes?
Strings are always defined inside double quotes ("Abc")
and characters are always defined inside single quotes('A').
Wrapping long strings
You can wrap long strings like this:
char myString[] =
"This is the first line"
" this is the second line"
" etcetera";
Arrays of strings
It is often convenient, when working with large amounts
of text, such as a project with an LCD display, to setup an array of strings.
Because strings themselves are arrays, this is in actually an example of a
two-dimensional array.
In the code below, the asterisk after the datatype
char
“char*” indicates that this is
an array of “pointers”. All array names are actually pointers, so this is
required to make an array of arrays. Pointers are one of the more esoteric parts
of C for beginners to understand, but it isn’t necessary to understand pointers
in detail to use them effectively here.
char* myStrings[]={
"This is string 1",
"This is string 2",
"This is string 3",
"This is string 4",
"This is string 5",
"This is string 6"};
void
setup(){
Serial.
begin(
9600);
}
void
loop(){
for (
int i =
0; i <
6; i++){
Serial.
println(myStrings[i]);
delay(
500);
}
}
An unsigned data type that occupies 1 byte of memory.
Same as the
byte datatype.
The unsigned char datatype encodes numbers from 0 to
255.
For consistency of Arduino programming style, the byte
data type is to be preferred.
unsigned
char myChar =
240;
On the Uno and other ATMEGA based boards, unsigned ints
(unsigned integers) are the same as ints in that they store a 2 byte value.
Instead of storing negative numbers however they only store positive values,
yielding a useful range of 0 to 65,535 (2^16) - 1).
The Due stores a 4 byte (32-bit) value, ranging from 0
to 4,294,967,295 (2^32 - 1).
The difference between unsigned ints and (signed) ints,
lies in the way the highest bit, sometimes referred to as the "sign" bit, is
interpreted. In the Arduino int type (which is signed), if the high bit is a
"1", the number is interpreted as a negative number, and the other 15 bits are
interpreted with (2’s
complement math).
unsigned int var = val;
var
- your unsigned int variable
name val
- the value you
assign to that variable
unsigned
int ledPin =
13;
When unsigned variables are made to exceed their maximum
capacity they "roll over" back to 0, and also the other way around:
unsigned
int x;
x =
0;
x = x -
1;
// x now contains 65535 - rolls over in neg direction
x = x +
1;
// x now contains 0 - rolls over
Math with unsigned variables may produce unexpected
results, even if your unsigned variable never rolls over.
The MCU applies the following rules:
The calculation is done in the scope of the destination
variable. E.g. if the destination variable is signed, it will do signed math,
even if both input variables are unsigned.
However with a calculation which requires an
intermediate result, the scope of the intermediate result is unspecified by the
code. In this case, the MCU will do unsigned math for the intermediate result,
because both inputs are unsigned!
unsigned
int x=
5;
unsigned
int y=
10;
int result;
result = x - y;
// 5 - 10 = -5, as expected
result = (x - y)/
2;
// 5 - 10 in unsigned math is 65530! 65530/2 = 32765
// solution: use signed variables, or do the calculation step by step.
result = x - y;
// 5 - 10 = -5, as expected
result = result /
2;
// -5/2 = -2 (only integer math, decimal places are dropped)
Why use unsigned variables at all?
·
The rollover behaviour is desired, e.g. counters
·
The signed variable is a bit too small, but you
want to avoid the memory and speed loss of long/float.
Unsigned long variables are extended size variables for
number storage, and store 32 bits (4 bytes). Unlike standard longs unsigned
longs won’t store negative numbers, making their range from 0 to 4,294,967,295
(2^32 - 1).
unsigned long var =
val;
var
-
your long variable name val
-
the value you assign to that variable
unsigned
long time;
void
setup()
{
Serial.
begin(
9600);
}
void
loop()
{
Serial.
print(
"Time: ");
time =
millis();
//prints time since program started
Serial.
println(time);
// wait a second so as not to send massive amounts of data
delay(
1000);
}
The void
keyword is used only in function declarations. It indicates that the function is
expected to return no information to the function from which it was called.
The code shows how to use
void
.
// actions are performed in the functions "setup" and "loop"
// but no information is reported to the larger program
void
setup()
{
// ...
}
void
loop()
{
// ...
}
A word stores a 16-bit unsigned number, from 0 to 65535.
Same as an unsigned int.
word w =
10000;
The const
keyword stands for constant. It is a variable
qualifier that modifies the behavior of
the variable, making a variable "read-only". This means that the
variable can be used just as any other variable of its type, but its value
cannot be changed. You will get a compiler error if you try to assign a value to
a const
variable.
Constants defined with the
const
keyword obey the rules of
variable scoping that govern other variables. This, and the pitfalls of
using #define
, makes the
const
keyword a superior
method for defining constants and is preferred over using
#define
.
const
float pi =
3.14;
float x;
// ....
x = pi *
2;
// it's fine to use consts in math
pi =
7;
// illegal - you can't write to (modify) a constant
#define
or const
You can use either
const
or #define
for creating numeric or string constants. For
arrays, you will need to use const
.
In general const
is preferred
over #define
for defining
constants.
Variables in the C programming language, which Arduino
uses, have a property called scope. This is in contrast to early versions of
languages such as BASIC where every variable is a
global variable.
A global variable is one that can be seen by every
function in a program. Local variables are only visible to the function in which
they are declared. In the Arduino environment, any variable declared outside of
a function (e.g. setup(), loop(), etc. ), is a
global
variable.
When programs start to get larger and more complex,
local variables are a useful way to insure that only one function has access to
its own variables. This prevents programming errors when one function
inadvertently modifies variables used by another function.
It is also sometimes handy to declare and initialize a
variable inside a for
loop.
This creates a variable that can only be accessed from inside the for-loop
brackets.
int gPWMval;
// any function will see this variable
void
setup()
{
// ...
}
void
loop()
{
int i;
// "i" is only "visible" inside of "loop"
float f;
// "f" is only "visible" inside of "loop"
// ...
for (
int j =
0; j <
100; j++){
// variable j can only be accessed inside the for-loop brackets
}
}
The static
keyword is used to create variables that are visible to only one function.
However unlike local variables that get created and destroyed every time a
function is called, static variables persist beyond the function call,
preserving their data between function calls.
Variables declared as static will only be created and
initialized the first time a function is called.
/* RandomWalk
* Paul Badger 2007
* RandomWalk wanders up and down randomly between two
* endpoints. The maximum move in one loop is governed by
* the parameter "stepsize".
* A static variable is moved up and down a random amount.
* This technique is also known as "pink noise" and "drunken walk".
*/
#define randomWalkLowRange -20
#define randomWalkHighRange 20
int stepsize;
int thisTime;
int total;
void
setup()
{
Serial.
begin(
9600);
}
void
loop()
{
// test randomWalk function
stepsize =
5;
thisTime = randomWalk(stepsize);
Serial.
println(thisTime);
delay(
10);
}
int randomWalk(
int moveSize){
static
int place;
// variable to store value in random walk - declared static so that it stores
// values in between function calls, but no other functions can change its value
place = place + (
random(-moveSize, moveSize +
1));
if (place < randomWalkLowRange){
// check lower and upper limits
place = randomWalkLowRange + (randomWalkLowRange - place);
// reflect number back in positive direction
}
else
if(place > randomWalkHighRange){
place = randomWalkHighRange - (place - randomWalkHighRange);
// reflect number back in negative direction
}
return place;
}
volatile
is a keyword known as a variable
qualifier,
it is usually used before the datatype of a variable, to modify the way in which
the compiler and subsequent program treats the variable.
Declaring a variable volatile is a directive to the
compiler. The compiler is software which translates your C/C++ code into the
machine code, which are the real instructions for the Atmega chip in the
Arduino.
Specifically, it directs the compiler to load the
variable from RAM and not from a storage register, which is a temporary memory
location where program variables are stored and manipulated. Under certain
conditions, the value for a variable stored in registers can be inaccurate.
A variable should be declared volatile whenever its
value can be changed by something beyond the control of the code section in
which it appears, such as a concurrently executing thread. In the Arduino, the
only place that this is likely to occur is in sections of code associated with
interrupts, called an interrupt service routine.
If the volatile variable is bigger than a byte (e.g. a
16 bit int or a 32 bit long), then the microcontroller can not read it in one
step, because it is an 8 bit microcontroller. This means that while your main
code section (e.g. your loop) reads the first 8 bits of the variable, the
interrupt might already change the second 8 bits. This will produce random
values for the variable.
Remedy:
While the variable is read, interrupts need to be
disabled, so they can’t mess with the bits, while they are read. There are
several ways to do this:
1.
LANGUAGE
noInterrupts
2.
use the ATOMIC_BLOCK macro. Atomic operations are single
MCU operations - the smallest possible unit.
// toggles LED when interrupt pin changes state
int pin =
13;
volatile
byte state =
LOW;
void
setup()
{
pinMode(pin,
OUTPUT);
attachInterrupt(
0,
blink, CHANGE);
}
void
loop()
{
digitalWrite(pin, state);
}
void
blink()
{
state = !state;
}
#include <util/atomic.h> // this library includes the ATOMIC_BLOCK macro.
volatile
int input_from_interrupt;
ATOMIC_BLOCK(ATOMIC_RESTORESTATE) {
// code with interrupts blocked (consecutive atomic operations will not get interrupted)
int result = input_from_interrupt;
}
Store data in flash (program) memory instead of SRAM.
There’s a description of the various
types of memory
available on an Arduino board.
The PROGMEM
keyword is a variable modifier, it should be used only with the datatypes
defined in pgmspace.h. It tells the compiler "put this information into flash
memory", instead of into SRAM, where it would normally go.
PROGMEM is part of the
pgmspace.h library. It is included automatically in modern versions of the
IDE, however if you are using an IDE version below 1.0 (2011), you’ll first need
to include the library at the top your sketch, like this:
#include
<avr/pgmspace.h>
const dataType variableName[] PROGMEM = {data0, data1,
data3…};
dataType
- any variable type variableName
- the name for your array of data
Note that because PROGMEM is a variable modifier, there
is no hard and fast rule about where it should go, so the Arduino compiler
accepts all of the definitions below, which are also synonymous. However
experiments have indicated that, in various versions of Arduino (having to do
with GCC version), PROGMEM may work in one location and not in another. The
"string table" example below has been tested to work with Arduino 13. Earlier
versions of the IDE may work better if PROGMEM is included after the variable
name.
const dataType
variableName[] PROGMEM = {}; // use this form
const PROGMEM dataType variableName[] = {}; // or
this one
+ `const dataType PROGMEM variableName[] = {}; // not this
one
While PROGMEM
could be used on a single variable, it is really only worth the fuss if you have
a larger block of data that needs to be stored, which is usually easiest in an
array, (or another C data structure beyond our present discussion).
Using PROGMEM
is also a two-step procedure. After getting the data into Flash memory, it
requires special methods (functions), also defined in the
http://www.nongnu.org/avr-libc/user-manual/groupavrpgmspace.html[pgmspace.h]
library, to read the data from program memory back into SRAM, so we can do
something useful with it.
The following code fragments illustrate how to read and
write unsigned chars (bytes) and ints (2 bytes) to PROGMEM.
// save some unsigned ints
const PROGMEM
uint16_t charSet[] = {
65000,
32796,
16843,
10,
11234};
// save some chars
const
char signMessage[] PROGMEM = {
"I AM PREDATOR, UNSEEN COMBATANT. CREATED BY THE UNITED STATES DEPART"};
unsigned
int displayInt;
int k;
// counter variable
char myChar;
void
setup() {
Serial.
begin(
9600);
while (!
Serial);
// wait for serial port to connect. Needed for native USB
// put your setup code here, to run once:
// read back a 2-byte int
for (k =
0; k <
5; k++)
{
displayInt = pgm_read_word_near(charSet + k);
Serial.
println(displayInt);
}
Serial.
println();
// read back a char
for (k =
0; k < strlen_P(signMessage); k++)
{
myChar = pgm_read_byte_near(signMessage + k);
Serial.
print(myChar);
}
Serial.
println();
}
void
loop() {
// put your main code here, to run repeatedly:
}
Arrays of strings
It is often convenient when working with large amounts
of text, such as a project with an LCD display, to setup an array of strings.
Because strings themselves are arrays, this is in actually an example of a
two-dimensional array.
These tend to be large structures so putting them into
program memory is often desirable. The code below illustrates the idea.
/*
PROGMEM string demo
How to store a table of strings in program memory (flash),
and retrieve them.
Information summarized from:
http://www.nongnu.org/avr-libc/user-manual/pgmspace.html
Setting up a table (array) of strings in program memory is slightly complicated, but
here is a good template to follow.
Setting up the strings is a two-step process. First define the strings.
*/
#include <avr/pgmspace.h>
const
char string_0[] PROGMEM =
"String 0";
// "String 0" etc are strings to store - change to suit.
const
char string_1[] PROGMEM =
"String 1";
const
char string_2[] PROGMEM =
"String 2";
const
char string_3[] PROGMEM =
"String 3";
const
char string_4[] PROGMEM =
"String 4";
const
char string_5[] PROGMEM =
"String 5";
// Then set up a table to refer to your strings.
const
char*
const string_table[] PROGMEM = {string_0, string_1, string_2, string_3, string_4, string_5};
char
buffer[
30];
// make sure this is large enough for the largest string it must hold
void
setup()
{
Serial.
begin(
9600);
while(!
Serial);
// wait for serial port to connect. Needed for native USB
Serial.
println(
"OK");
}
void
loop()
{
/* Using the string table in program memory requires the use of special functions to retrieve the data.
The strcpy_P function copies a string from program space to a string in RAM ("buffer").
Make sure your receiving string in RAM is large enough to hold whatever
you are retrieving from program space. */
for (
int i =
0; i <
6; i++)
{
strcpy_P(
buffer, (
char*)pgm_read_word(&(string_table[i])));
// Necessary casts and dereferencing, just copy.
Serial.
println(
buffer);
delay(
500 );
}
}
Please note that variables must be either globally
defined, OR defined with the static keyword, in order to work with PROGMEM.
The following code will NOT work when inside a function:
const
char long_str[] PROGMEM =
"Hi, I would like to tell you a bit about myself.\n";
The following code WILL work, even if locally defined
within a function:
const
static
char long_str[] PROGMEM =
"Hi, I would like to tell you a bit about myself.\n"
=== The F()
macro
When an instruction like :
Serial.
print(
"Write something on the Serial Monitor");
is used, the string to be printed is normally saved in
RAM. If your sketch prints a lot of stuff on the Serial Monitor, you can easily
fill the RAM. If you have free FLASH memory space, you can easily indicate that
the string must be saved in FLASH using the syntax:
Serial.
print(F(
"Write something on the Serial Monitor that is stored in FLASH"));
The sizeof operator returns the number of bytes in a
variable type, or the number of bytes occupied by an array.
sizeof(variable)
variable
:
any variable type or array (e.g. int, float, byte)
The number of bytes in a variable or bytes occupied in
an array. (size_t)
The sizeof
operator is useful for dealing with arrays (such as strings) where it is
convenient to be able to change the size of the array without breaking other
parts of the program.
This program prints out a text string one character at a
time. Try changing the text phrase.
char myStr[] =
"this is a test";
int i;
void
setup(){
Serial.
begin(
9600);
}
void
loop() {
for (i =
0; i <
sizeof(myStr) -
1; i++){
Serial.
print(i, DEC);
Serial.
print(
" = ");
Serial.
write(myStr[i]);
Serial.
println();
}
delay(
5000);
// slow down the program
}
Note that sizeof
returns the total number of bytes. So for larger variable types such as ints,
the for loop would look something like this. Note also that a properly formatted
string ends with the NULL symbol, which has ASCII value 0.
for (i =
0; i < (
sizeof(myInts)/
sizeof(
int)); i++) {
// do something with myInts[i]
}
|
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ET-18\RMW\arduino\CatalogoVariaveis.htm em 10/03/2018, atualizado em 10/03/2018 .