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Arduino uno User Manual

Arduino uno
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native application’s lifecycle, the Chrome environment controls a web appli-
cation’s lifecycle. It provides the web applications with important events, such
as alarms or signals.
The
background.js
file is where you connect your Chrome app to the Chrome
runtime environment. You can register for many events, but you at least have
to specify what happens when your application gets launched. Here’s how
you can do that:
ChromeApps/SimpleApp/background.js
chrome.app.runtime.onLaunched.addListener(function() {
chrome.app.window.create('main.html', {
id: 'main',
bounds: { width: 200, height: 100 }
});
});
The preceding file adds a new listener function to Chrome’s runtime environ-
ment. Specifically, it registers a listener function for the
onLaunched
event—that
is, the function will be called when the Chrome app gets launched.
The listener opens a new Chrome app window by calling the
chrome.app.win-
dow.create
function. This function expects the name of an HTML document to
be opened and some optional arguments, such as the window’s ID and its
bounds. For our first Chrome app, the HTML document looks as follows:
ChromeApps/SimpleApp/main.html
<!DOCTYPE html>
<html>
<head>
<title>My First Chrome App</title>
</head>
<body>
<p>Hello, world!</p>
</body>
</html>
These three files (
manifest.json
,
background.js
, and
main.html
) are all you need for a
basic Chrome app. In the next section, you’ll learn how to run the application
for the first time.
Starting the Chrome App
During development, it’d be tedious to create zip archives every time you
wanted to try your latest changes to a Chrome app. That’s why the Chrome
browser supports the execution of unzipped applications. Point the browser
Appendix 4. Controlling the Arduino with a Browser • 270
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Table of Contents

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Arduino uno Specifications

General IconGeneral
Form factorArduino
CertificationRoHS, FC, CE
Processor model-
Processor frequency- MHz
Microcontroller modelATmega328
Microcontroller frequency16 MHz
DC input voltage7-12 V
Operating voltage5 V
DC current per I/O pin40 mA
Flash memory0.032 MB
Maximum internal memory- GB
SRAM (Static Random Access Memory)2 KB
EEPROM (Electrically Erasable Programmable Read-Only Memory)1 KB
Wi-FiNo
Number of analog I/O pins6
Number of digital I/O pins14
Weight and Dimensions IconWeight and Dimensions
Board dimensions53.4 x 68.6 mm

Summary

Arduino Uno and the Arduino Platform

The Parts You Need

Chapter 1: Welcome to the Arduino

Installing the Arduino IDE

Provides step-by-step instructions for installing the Arduino Integrated Development Environment.

Hello, World!

Introduces the first project: making an LED blink using the Arduino.

Compiling and Uploading Programs

Explains how to compile and upload sketches to the Arduino board.

Chapter 2: Creating Bigger Projects with the Arduino

Changing Preferences

Explains how to customize Arduino IDE settings for better workflow.

Using Serial Ports

Explains serial communication for data exchange between Arduino and computer.

Chapter 3: Building Binary Dice

Working with Breadboards

Explains how breadboards work and how to connect components.

First Version of a Binary Die

Implements the first version of a binary die using three LEDs.

Working with Buttons

Details how pushbuttons work and how to connect them to the Arduino.

Building a Dice Game

Completes the dice project by adding a guess button and game logic.

Chapter 4: Building a Morse Code Generator Library

Building a Morse Code Generator

Starts the implementation of the Telegraph C++ class.

Fleshing Out the Morse Code Generator’s Interface

Defines the Telegraph class interface and Morse code data arrays.

Installing and Using the Telegraph Class

Guides on integrating the custom Telegraph library into Arduino IDE.

Chapter 5: Sensing the World Around Us

Measuring Distances with an Ultrasonic Sensor

Introduces ultrasonic sensors and builds a distance measuring device.

Increasing Precision Using a Temperature Sensor

Integrates a temperature sensor to refine distance measurements.

Chapter 6: Building a Motion-Sensing Game Controller

Wiring Up the Accelerometer

Details connecting the ADXL335 accelerometer to the Arduino.

Bringing Your Accelerometer to Life

Reads and outputs raw accelerometer data for three axes.

Building Your Own Game Controller

Integrates a pushbutton and refined accelerometer data for a game controller.

Chapter 7: Writing a Game for the Motion-Sensing Game Controller

Writing a GameController Class

Creates a JavaScript class for convenient access to Arduino motion data.

Creating the Game

Implements a Breakout clone using JavaScript and the motion controller.

Chapter 8: Generating Video Signals with an Arduino

Building a Digital-to-Analog Converter (DAC)

Details building a binary-weighted DAC for video signal generation.

Connecting the Arduino to Your TV Set

Describes modifying an RCA cable to connect to the Arduino.

Using the TVout Library

Introduces the TVout library for generating video signals on a TV.

Building a TV Thermometer

Creates a graphical thermometer display on a TV screen using sensors.

Chapter 9: Tinkering with the Wii Nunchuk

Wiring a Wii Nunchuk

Details wiring the Nunchuk controller to Arduino analog pins.

Building a Nunchuk Class

Creates a C++ class for interfacing with the Nunchuk controller.

Using Our Nunchuk Class

Demonstrates reading Nunchuk data (joystick, accelerometer, buttons).

Chapter 10: Networking with Arduino

Chapter 11: Creating a Burglar Alarm with Email Notification

Chapter 12: Creating Your Own Universal Remote Control

Chapter 13: Controlling Motors with Arduino

What You Need

Lists components for motor control: servo motor, wires, Arduino.

What If It Doesn’t Work?

Troubleshooting motor control: power consumption, weight, adjustments.

APPENDIX 1: Electronics and Soldering Basics

APPENDIX 2: Advanced Arduino Programming

APPENDIX 3: Advanced Serial Programming

APPENDIX 4: Controlling the Arduino with a Browser

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