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Arduino_Libraries库函数大全.pdf

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Libraries 目录目录目录目录 Libraries provide extra functionality for use in sketches, e.g. working with hardware or manipulating data. To use a library in a sketch, select it from Sketch > Import Library. Standard Libraries EEPROM - reading and writing to "permanent" storage Ethernet - for connecting to the internet using the Arduino Ethernet Shield Firmata - for communicating with applications on the computer using a standard serial protocol. LiquidCrystal - for controlling liquid crystal displays (LCDs) SD - for reading and writing SD cards Servo - for controlling servo motors SPI - for communicating with devices using the Serial Peripheral Interface (SPI) Bus SoftwareSerial - for serial communication on any digital pins. Version 1.0 and later of Arduino incorporate Mikal Hart's NewSoftSerial library as SoftwareSerial. Stepper - for controlling stepper motors WiFi - for connecting to the internet using the Arduino WiFi shield Wire - Two Wire Interface (TWI/I2C) for sending and receiving data over a net of devices or sensors. The Matrix and Sprite libraries are no longer part of the core distribution. Leonardo Only Libraries Keyboard - Send keystrokes to an attached computer. Mouse - Control cursor movement on a connected computer. Contributed Libraries If you're using one of these libraries, you need to install it first. To do so, download the library and unzip it. It should be in a folder of its own, and will typically contain at least two files, one with a .h suffix and one with a .cpp suffix. Open your Arduino sketchbook folder. If there is already a folder there called libraries, place the library folder in there. If not, create a folder called libraries in the sketchbook folder, and drop the library folder in there. Then re-start the Arduino programming environment, and you should see your new library in the Sketch > Import Library menu. For details, see the page on the Arduino environment. Communication (networking and protocols): Messenger - for processing text-based messages from the computer NewSoftSerial - an improved version of the SoftwareSerial library OneWire - control devices (from Dallas Semiconductor) that use the One Wire • • • • • • • • • • • • • • • • protocol.
• • • • • • • • • • • • • • • • • • • • • • • PS2Keyboard - read characters from a PS2 keyboard. Simple Message System - send messages between Arduino and the computer SSerial2Mobile - send text messages or emails using a cell phone (via AT commands over software serial) Webduino - extensible web server library (for use with the Arduino Ethernet Shield) X10 - Sending X10 signals over AC power lines XBee - for communicating with XBees in API mode SerialControl - Remote control other Arduinos over a serial connection Sensing: Capacitive Sensing - turn two or more pins into capacitive sensors Debounce - for reading noisy digital inputs (e.g. from buttons) Displays and LEDs: Improved LCD library fixes LCD initialization bugs in official Arduino LCD library GLCD - graphics routines for LCD based on the KS0108 or equivalent chipset. LedControl - for controlling LED matrices or seven-segment displays with a MAX7221 or MAX7219. LedControl - an alternative to the Matrix library for driving multiple LEDs with Maxim chips. LedDisplay - control of a HCMS-29xx scrolling LED display. These libraries are compatible Wiring versions, and the links below point to the (excellent) Wiring documentation. Matrix - Basic LED Matrix display manipulation library Sprite - Basic image sprite manipulation library for use in animations with an LED matrix Frequency Generation and Audio: Tone - generate audio frequency square waves in the background on any microcontroller pin Motors and PWM: TLC5940 - 16 channel 12 bit PWM controller. Timing: DateTime - a library for keeping track of the current date and time in software. Metro - help you time actions at regular intervals MsTimer2 - uses the timer 2 interrupt to trigger an action every N milliseconds. Utilities: PString - a lightweight class for printing to buffers Streaming - a method to simplify print statements For a guide to writing your own libraries, see this tutorial
Writing a Library for Arduino This document explains how to create a library for Arduino. It starts with a sketch with a sketch for flashing Morse code and explains how to convert its functions into a library. This allows other people to easily use the code that you've written and to easily update it as you improve the library. We start with a sketch that does simple Morse code: int pin = 13; void setup() { pinMode(pin, OUTPUT); } void loop() { dot(); dot(); dot(); dash(); dash(); dash(); dot(); dot(); dot(); delay(3000); } void dot() { digitalWrite(pin, HIGH); delay(250); digitalWrite(pin, LOW); delay(250); } void dash() { digitalWrite(pin, HIGH); delay(1000); digitalWrite(pin, LOW); delay(250); }
[Get Code] If you run this sketch, it will flash out the code for SOS (a distress call) on pin 13. The sketch has a few different parts that we'll need to bring into our library. First, of course, we have the dot() and dash()functions that do the actual blinking. Second, there's the ledPin variable which the functions use to determine which pin to use. Finally, there's the call to pinMode() that initializes the pin as an output. Let's start turning the sketch into a library! You need at least two files for a library: a header file (w/ the extension .h) and the source file (w/ extension .cpp). The header file has definitions for the library: basically a listing of everything that's inside; while the source file has the actual code. We'll call our library "Morse", so our header file will be Morse.h. Let's take a look at what goes in it. It might seem a bit strange at first, but it will make more sense once you see the source file that goes with it. The core of the header file consists of a line for each function in the library, wrapped up in a class along with any variables you need: class Morse { public: Morse(int pin); void dot(); void dash(); private: int _pin; }; [Get Code] A class is simply a collection of functions and variables that are all kept together in one place. These functions and variables can be public, meaning that they can be accessed by people using your library, or private, meaning they can only be accessed from within the class itself. Each class has a special function known as a constructor, which is used to create aninstance of the class. The constructor has the same name as the class, and no return type. You need a couple of other things in the header file. One is an #include statement that gives you access to the standard types and constants of the Arduino language (this is automatically added to normal sketches, but not to libraries). It looks like this (and goes above the class definition given previously): #include "Arduino.h" Finally, it's common to wrap the whole header file up in a weird looking construct: [Get Code] #ifndef Morse_h #define Morse_h // the #include statment and code go here... #endif
Basically, this prevents problems if someone accidently #include's your library twice. Finally, you usually put a comment at the top of the library with its name, a short description of what it does, who wrote it, the date, and the license. Let's take a look at the complete header file: [Get Code] /* Morse.h - Library for flashing Morse code. Created by David A. Mellis, November 2, 2007. Released into the public domain. */ #ifndef Morse_h #define Morse_h #include "Arduino.h" class Morse { public: Morse(int pin); void dot(); void dash(); private: int _pin; }; #endif Now let's go through the various parts of the source file, Morse.cpp. First comes a couple of #include statements. These give the rest of the code access to the standard Arduino functions, and to the definitions in your header file: [Get Code] #include "Arduino.h" #include "Morse.h" Then comes the constructor. Again, this explains what should happen when someone creates an instance of your class. In this case, the user specifies which pin they would like to use. We configure the pin as an output save it into a private variable for use in the [Get Code] other functions: Morse::Morse(int pin) { pinMode(pin, OUTPUT); _pin = pin; } [Get Code]
There are a couple of strange things in this code. First is the Morse:: before the name of the function. This says that the function is part of the Morse class. You'll see this again in the other functions in the class. The second unusual thing is the underscore in the name of our private variable, _pin. This variable can actually have any name you want, as long as it matches the definition in the header file. Adding an underscore to the start of the name is a common convention to make it clear which variables are private, and also to distinguish the name from that of the argument to the function (pin in this case). Next comes the actual code from the sketch that you're turning into a library (finally!). It looks pretty much the same, except with Morse:: in front of the names of the functions, and _pin instead of pin: void Morse::dot() { digitalWrite(_pin, HIGH); delay(250); digitalWrite(_pin, LOW); delay(250); } void Morse::dash() { digitalWrite(_pin, HIGH); delay(1000); digitalWrite(_pin, LOW); delay(250); } Finally, it's typical to include the comment header at the top of the source file as well. [Get Code] Let's see the whole thing: /* Morse.cpp - Library for flashing Morse code. Created by David A. Mellis, November 2, 2007. Released into the public domain. */ #include "Arduino.h" #include "Morse.h" Morse::Morse(int pin) { pinMode(pin, OUTPUT); _pin = pin; } void Morse::dot()
{ digitalWrite(_pin, HIGH); delay(250); digitalWrite(_pin, LOW); delay(250); } void Morse::dash() { digitalWrite(_pin, HIGH); delay(1000); digitalWrite(_pin, LOW); delay(250); } [Get Code] And that's all you need (there's some other nice optional stuff, but we'll talk about that later). Let's see how you use the library. First, make a Morse directory inside of the libraries sub-directory of your sketchbook directory. Copy or move the Morse.h and Morse.cpp files into that directory. Now launch the Arduino environment. If you open the Sketch > Import Library menu, you should see Morse inside. The library will be compiled with sketches that use it. If the library doesn't seem to build, make sure that the files really end in .cpp and .h (with no extra .pde or .txt extension, for example). Let's see how we can replicate our old SOS sketch using the new library: #include Morse morse(13); void setup() { } void loop() { morse.dot(); morse.dot(); morse.dot(); morse.dash(); morse.dash(); morse.dash(); morse.dot(); morse.dot(); morse.dot(); delay(3000); } There are a few differences from the old sketch (besides the fact that some of the code has moved to a library). First, we've added an #include statement to the top of the sketch. This makes the Morse library available to the sketch and includes it in the code sent to the board. That means if [Get Code]
you no longer need a library in a sketch, you should delete the #include statement to save space. Second, we now create an instance of the Morse class called morse: Morse morse(13); [Get Code] When this line gets executed (which actually happens even before the setup() function), the constructor for the Morse class will be called, and passed the argument you've given here (in this case, just 13). Notice that our setup() is now empty; that's because the call to pinMode() happens inside the library (when the instance is constructed). Finally, to call the dot() and dash() functions, we need to prefix them with morse. - the name of the instance we want to use. We could have multiple instances of the Morse class, each on their own pin stored in the _pin private variable of that instance. By calling a function on a particular instance, we specify which instance's variables should be used during that call to a function. That is, if we had both: Morse morse(13); Morse morse2(12); then inside a call to morse2.dot(), _pin would be 12. If you tried the new sketch, you probably noticed that nothing from our library was recognized by the environment and highlighted in color. Unfortunately, the Arduino software can't automatically figure out what you've define in your library (though it would be a nice feature to have), so you have to give it a little help. To do this, create a file [Get Code] called keywords.txtin the Morse directory. It should look like this: Morse KEYWORD1 dash KEYWORD2 dot KEYWORD2 [Get Code] Each line has the name of the keyword, followed by a tab (not spaces), followed by the kind of keyword. Classes should beKEYWORD1 and are colored orange; functions should be KEYWORD2 and will be brown. You'll have to restart the Arduino environment to get it to recognize the new keywords. It's also nice to provide people with an example sketch that uses your library. To do this, create an examples directory inside the Morse directory. Then, move or copy the directory containing the sketch (let's call it SOS) we wrote above into the examples directory. (You can find the sketch using the Sketch > Show Sketch Folder command.) If you restart the Arduino environment (this is the last time, I promise) - you'll see a Library-Morse item inside the File > Sketchbook > Examples menu containing your example. You might want to add some comments that better explain how to use your library. If you'd like to check out the complete library (with keywords and example), you can download it: Morse.zip.
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