Lab. N° 13 Arduino Parte II
PROGRAMACIÓN DE MICROCONTROLADORES IV Ciclo
Laboratorio N° 13 Arduino Parte II
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Lab. N° 13 Arduino Parte II
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Lab. N° 13 Arduino Parte II
Arduino Parte II
Objetivos 1. Conocer la plataforma de desarrollo Arduino. 2. Interactuar con el entorno de desarrollo (IDE). 3. Implementar hardware y software.
Introducción •
• •
Arduino es una plataforma de hardware libre cuyo núcleo son los microcontroladores microcontroladores de la marca Atmel-AVR. El entorno de programación está basado en Processing y el lenguaje basado en C. Existen varios modelos de Arduino, la diferencia entre uno y otro básicamente radica en memoria RAM, EEPROM, FLASH, velocidad de operación, periféricos, etc.
LCD
Estas pantallas constan de 16 pines. De izquierda a derecha, sus usos son los siguientes:
Pin 1 VSS o GND
Pin 2 VDD o alimentación (+5V)
Pin 3 Voltaje de contraste. Se conecta a un potenciómetro.
Pin 4 Selección de registro. Aquí se selecciona el dispositivo para su uso.
–
–
–
–
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Lab. N° 13 Arduino Parte II
Pin 7 hasta Pin 14 Son los pines de datos por donde se envía o recibe –
información.
Pin 15 El ánodo del LED de iluminación de fondo (+5v).
Pin 16 El cátodo del LED de iluminación de fondo (GND).
–
–
La librería Liquid Crystal Las funciones de esta librería nos va a permitir controlar el display LCD. Cabe destacar que para este montaje se utiliza la librería LyquidCrystal.h modificada para trabajar con SPI, SPI, esta librería se puede bajar de aquí aquí.. Después de descargar la librería debemos descomprimir el archivo y mover la carpeta LiquidCrystal dentro dentro de la carpeta libraries del directorio principal del arduino. Estas son las funciones que incluye LiquidCrystal.h
LiquidCrystal lcd(x) LiquidCrystal lcd(x) -> Crea una variable llamada lcd indicando el latch pin del 74HC595 autoscroll() autoscroll() -> Desplaza el texto al escribir noAutoscroll() noAutoscroll() -> Sobreescribe el texo al escribir begin(x,y) begin(x,y) -> Establece el número de columnas y filas blink() blink() -> Muestra el cursor parpadeante noBlink() noBlink() -> Oculta el cursor parpadeante clear () () -> Borra lo escrito en el display createChar () () -> Crea un caracter personalizado cursor () () -> Muestra el cursor noCursor () () -> Oculta el cursor display() display() -> Enciende el display noDisplay() noDisplay() -> Apaga el display home() home() -> Situa el cursor en 0,0 leftToRight() leftToRight() -> Establece la dirección del texto de izquierda a derecha print() print() -> Muestra texto, variables, etc en el display rightToLeft() rightToLeft() -> Establece la dirección del texto de derecha a izquierda scrollDisplayLeft() scrollDisplayLeft() -> Desplaza el display un punto a la derecha scrollDisplayRight() scrollDisplayRight() -> Desplaza el display un punto a la derecha setCursor (x,y) (x,y) -> Situa el cursor en la posición x,y write() write() -> Muestra un caracter en el display
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Lab. N° 13 Arduino Parte II
Preparación Para la realización de este laboratorio se requiere la lectura previa de la información proporcionada para el curso, como el texto y el manual del fabricante.
Equipos y Materiales
Computadora Software de desarrollo Proyector multimedia Texto del curso Manual del fabricante
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Lab. N° 13 Arduino Parte II
Seguridad
Trabajar con Seguridad evita que las personas sufran daños, y provee un ambiente satisfactorio de trabajo.
Al trabajar en este laboratorio o taller y cualquiera de los subsiguientes, realice el siguiente procedimiento: 1. Al ingresar, ingresar, inspeccione inspeccione:: Las vías de acceso. Orden y limpieza. 2. En su estación de trabajo evalúe las condiciones de: Orden y Limpieza. Herramientas y equipos.
3. Realice su trabajo teniendo en cuenta: Orden y limpieza. Seguridad. Proceda a realizar las conexiones de los equipos o implementación de los circuitos comprobando que la línea eléctrica se encuentre desconectada. desconectada. Solicite visto bueno al profesor antes de aplicar energía eléctrica. 4. Realice el análisis de riesgo personal: ¿Qué es lo que voy a hacer? ¿Qué es lo que puede salir mal? ¿Qué debo hacer para que no salga mal? 5. Al terminar sus labores, deje su estación de trabajo en buenas condiciones: condiciones: Ordenado y limpio. Seguro. Desconecte el suministro de energía eléctrica.
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Lab. N° 13 Arduino Parte II Procedimiento 1. Cargar el programa ArduinoISP tal como muestra la siguiente figura:
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Lab. N° 13 Arduino Parte II 2. Seleccionar el bootloader a cargar en el chip:
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Lab. N° 13 Arduino Parte II 3. Realizar el siguiente circuito
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Lab. N° 13 Arduino Parte II 4. Cargar el bootloader al chip.
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Lab. N° 13 Arduino Parte II 5. Una vez cargado el bootloader, el chip ya puede ser insertado en una placa arduino para su programación o ser utilizado de forma externa, tal como lo muestra el siguiente circuito.
6. Si se quiere programar el microcontrolador microcontrolador estando en una tarjeta electrónica o protoboard se puede hacer de la siguiente manera:
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Lab. N° 13 Arduino Parte II Parte 1: Bootloader
¿Para qué sirve el proceso realizado anteriormente? anteriormente? ¿Qué ventajas o desventajas encontraría entre usar una tarjeta Arduino o realizar una tarjeta propia?
Parte 2: LCD
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Lab. N° 13 Arduino Parte II Ejemplo 1:
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Lab. N° 13 Arduino Parte II Ejemplo 2:
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Lab. N° 13 Arduino Parte II Más información:
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Lab. N° 13 Arduino Parte II Parte 3: Teclado Matricial
Ejemplo 3:
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Lab. N° 13 Arduino Parte II Ejemplo 4 Realice el siguiente programa para encender y apagar un LED con voz a través de su celular y el programa APP INVENTOR 2.
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Lab. N° 13 Arduino Parte II
Resultados del Laboratorio Deberá contemplar lo siguiente: 1. Los datos, tablas, resultados de los programas y respuestas a las preguntas que se soliciten en el procedimiento. procedimiento. 2. Los programas deberán contar con líneas de comentarios comentarios 3. Deberá acompañarse al programa, el diagrama de flujo del mismo.
Observaciones y Conclusiones Serán únicamente referidas a la experiencia de laboratorio y redactadas en lenguaje propio.
Aplicación de lo aprendido 1. Realizar un programa que permita la apertura de una chapa electrónica al ingresar una contraseña de 4 dígitos y que al tercer intento fallido se active un buzzer. 2. Implementar un programa que al hablar con el celular los 4 códigos (mínimo 2), active un relé y