Book Image

C Programming for Arduino

By : Julien Bayle
Book Image

C Programming for Arduino

By: Julien Bayle

Overview of this book

Physical computing allows us to build interactive physical systems by using software & hardware in order to sense and respond to the real world. C Programming for Arduino will show you how to harness powerful capabilities like sensing, feedbacks, programming and even wiring and developing your own autonomous systems. C Programming for Arduino contains everything you need to directly start wiring and coding your own electronic project. You'll learn C and how to code several types of firmware for your Arduino, and then move on to design small typical systems to understand how handling buttons, leds, LCD, network modules and much more. After running through C/C++ for the Arduino, you'll learn how to control your software by using real buttons and distance sensors and even discover how you can use your Arduino with the Processing framework so that they work in unison. Advanced coverage includes using Wi-Fi networks and batteries to make your Arduino-based hardware more mobile and flexible without wires. If you want to learn how to build your own electronic devices with powerful open-source technology, then this book is for you.
Table of Contents (21 chapters)
C Programming for Arduino
Credits
About the Author
Acknowledgement
About the Reviewers
www.PacktPub.com
Preface
Index

Chapter 4. Improve Programming with Functions, Math, and Timing

As a digital artist, I need special conditions to be able to work. We all need our own environment and ambience to be productive. Even if each one of us has his/her own way, there are many things in common.

In this chapter, I want to give you elements that will make you more comfortable to write source code that is easily readable, reusable and, as much as possible, beautiful. Like Yin and Yang, for me there has always been a Zen-like quality to the artistic and coding sides of me. Here is where I can deliver some programming pearls of wisdom to bring peace of mind to your creative side.

We are going to learn something we have already used a bit before: functions. They contribute to improve both readability and efficiency at the same time. As we do that, we'll touch on some mathematics and trigonometry often used in many projects. We'll also talk about some approaches to calculation optimization, and we'll finish this chapter...