Book Image

Mastering Arduino

By : Jon Hoffman
Book Image

Mastering Arduino

By: Jon Hoffman

Overview of this book

Mastering Arduino is an all-in-one guide to getting the most out of your Arduino. This practical, no-nonsense guide teaches you all of the electronics and programming skills that you need to create advanced Arduino projects. This book is packed full of real-world projects for you to practice on, bringing all of the knowledge in the book together and giving you the skills to build your own robot from the examples in this book. The final two chapters discuss wireless technologies and how they can be used in your projects. The book begins with the basics of electronics, making sure that you understand components, circuits, and prototyping before moving on. It then performs the same function for code, getting you into the Arduino IDE and showing you how to connect the Arduino to a computer and run simple projects on your Arduino. Once the basics are out of the way, the next 10 chapters of the book focus on small projects centered around particular components, such as LCD displays, stepper motors, or voice synthesizers. Each of these chapters will get you familiar with the technology involved, how to build with it, how to program it, and how it can be used in your own projects.
Table of Contents (23 chapters)

Functions

A function is a named block of code that performs a specific task. When a new sketch is created, the IDE or Web Editor automatically creates two functions for us as we saw in the previous chapter; however, we are not limited to only those two functions, we also have the ability to declare custom functions ourselves. The following code shows the syntax for creating a function:

type name (parameters) { } 

To declare a function, we need to declare what type the function is. The function type is the value that is returned by the function. If the function is not going to return a value, as with the setup() and loop() functions, then the function type would be void.

Once the function type is declared we define the name of the function. The function name should be something that describes what the function does. For example, if we are creating a sketch that will turn a LED...