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
About the Author
About the Reviewers

Programming libraries

I have already spoken about libraries in Chapter 2, First Contact with C. We can define it as a set of implementations of behavior already written using a particular language that provides some interfaces by which all the available behaviors can be called.

Basically, a library is something already written and reusable in our own code by following some specifications. For example, we can quote some libraries included in the Arduino core. Historically, some of those libraries had been written independently, and over time, the Arduino team as well as the whole Arduino community incorporated them into the growing core as natively available libraries.

Let's take the EEPROM library. In order to check files related to it, we have to find the right folder on our computer. On OS X, for instance, we can browse the contents of the file itself. We can go to the EEPROM folder in Contents/Resources/Java/libraries/. In this folder, we have three files and a folder named...