Scratch 4 Arduino

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We will create another Object that will be the main program. What what we have to do first is to choose an instrument. If you click at the block "set instrument to" a dropdown list must show with different types of instruments. Just memorize which number corresponds to:
We will create another Object that will be the main program. What what we have to do first is to choose an instrument. If you click at the block "set instrument to" a dropdown list must show with different types of instruments. Just memorize which number corresponds to:
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 +
[[File:captura3.png]]
The notes can also viewed at block "play note <> during <> pulse":
The notes can also viewed at block "play note <> during <> pulse":
 +
 +
[[File:captura4.png]]
Now we will create a new variable where we store the number of instrument and another for the note. Then make again an infinite loop where we must change the value depending of the value of variable "value"
Now we will create a new variable where we store the number of instrument and another for the note. Then make again an infinite loop where we must change the value depending of the value of variable "value"
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This part can be done on stage. When receives the message playNote, will set the instrument we have chosen and will play the corresponding note for a time. This process is repeated each time the message is relayed:
This part can be done on stage. When receives the message playNote, will set the instrument we have chosen and will play the corresponding note for a time. This process is repeated each time the message is relayed:
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 +
[[File:Selección_008.png]]
And with that we can start playing!
And with that we can start playing!
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Second step: record the tune to reproduce when you want it
Second step: record the tune to reproduce when you want it
Now that we can play with the Arduino, we store each note on a list for when you want to play them. Must avoid touching any note with the sensor wile the tune is playing, so we gonna use a variable "semaphore playing". In other words, we can only play in real time when playing = 0, ie, when not playing anything. Otherwise, when one does not play any notes or stored.
Now that we can play with the Arduino, we store each note on a list for when you want to play them. Must avoid touching any note with the sensor wile the tune is playing, so we gonna use a variable "semaphore playing". In other words, we can only play in real time when playing = 0, ie, when not playing anything. Otherwise, when one does not play any notes or stored.
 +
 +
[[File:Selección_009.png]]
Tot seguit crearem un nou objecte (en aquest cas anomenat PlayButton) per a reproduir la melodia quan el premem amb el ratolí (l’aspecte d’aquest objecte el pot crear l’usuari o bé agafar una imatge predefinida amb forma de botó de “play” o una cosa per l’estil). Quan aquest objecte sigui premut, començarà a recòrrer la llista (amb l’ajuda de la variable index) i a tocar cada nota que estigui guardada en aquesta, no sense abans posar la variable reproduint a 1 per a que el programa principal no pugui tocar ni guardar cap nota, com s’ha explicat abans. Quan termina de reproduïr la llista entera, torna a posar-la a 0.  
Tot seguit crearem un nou objecte (en aquest cas anomenat PlayButton) per a reproduir la melodia quan el premem amb el ratolí (l’aspecte d’aquest objecte el pot crear l’usuari o bé agafar una imatge predefinida amb forma de botó de “play” o una cosa per l’estil). Quan aquest objecte sigui premut, començarà a recòrrer la llista (amb l’ajuda de la variable index) i a tocar cada nota que estigui guardada en aquesta, no sense abans posar la variable reproduint a 1 per a que el programa principal no pugui tocar ni guardar cap nota, com s’ha explicat abans. Quan termina de reproduïr la llista entera, torna a posar-la a 0.  

Revision as of 13:57, 5 May 2011



This Translation its in WIP state, need some revisions and things to finish :)

Template:Infobox user

Contents

What is it ?

Scratch 4 arduino and arduino board

S4A is a Scratch modification that supports simple programming of the Arduino open source hardware platform. It provides new blocks for managing sensors and actuators connected to Arduino. There is also a sensor report board similar to the PicoBoard.

It has been created to attract people to the programming world. The goal is also to provide a high level interface to Arduino programmers with functionalities such as interacting with a set of boards through user events.

What is Scratch?

Scratch is a programming language thinked for initiate kids and youngsters in the world of programming. Its 100% Opensource. At the moment scratch is used arround the world.

The Programming language vinculated at the scratch interface its an imperative language with the fundamental syntaxisof programming, with a lot of instructions for make multimèdia projects, usually the scratch projects, are animationsor, games.

one of the most original things of the scratch is how u build, the code, the typical programming code, its "embed" in a construction blogs that u drag and drop for build phrases with sense, that works as a program, the syntax of the code is represented with the Shape of the blogs.

Example of Scratch code.

What is Arduino?

Arduino is a tool for making computers that can sense and control more of the physical world than your desktop computer. It's an open-source physical computing platform based on a simple microcontroller board, and a development environment for writing software for the board. Arduino can be used to develop interactive objects, taking inputs from a variety of switches or sensors, and controlling a variety of lights, motors, and other physical outputs. Arduino projects can be stand-alone, or they can be communicate with software running on your computer (e.g. Flash, Processing, MaxMSP.) The boards can be assembled by hand or purchased preassembled; the open-source IDE can be downloaded for free. The Arduino programming language is an implementation of Wiring, a similar physical computing platform, which is based on the Processing multimedia programming environment.

What can I do with it ?

Promove kids or youngsters to program and build his own inventions. Teach programming to anyone in a funny and easy way. Learn the basics of electronics Make an introduction to Arduino, to people who didn’t have any contact with electronics or computer programing world.

Uses:

The uses are up to your imagination, but we present some exemples that can be replicated

Who can use this?

Anyone who its interested in electronics or programming and want to teach it

What do I Need ?

Requirements:

Basic Arduino and electronic knolage of the components you gonna use, how to connect them into the arduino board and what they need for work, in this url: http://arduino.cc/en/Tutorial/HomePage , you can find all information and schematics for how connect and work with all the basic components, like switches, leds, infraredsenors, servos, etc.

How to download

How to install

in the arduino homepage there is a guide for install the diferent models of arduino boards and for each O.S

http://arduino.cc/en/Guide/HomePage

Examples

we provide some examples of what can be done, but as we said they are just exemples, what u can do only its limited by imagination.

Example 1: Robot whit a remote controller

In this exemple we are going to explain how to build a robot made with one arduino board and two engines of continus rotation, controlled by another board with and acceleremeter, two leds and two botons

What we need?

Robot:

Remote Controler:

How to do it?

Before starting with the exercice, we are going to make some tests for see how work the engines and the accelerometer. In the first exemple we need to mount the accelerometer to the arduino board, using this model:

Accelerometer bb.png


The Pins of the accelerometer for the power are GND and VDD, so we have to connect them to the board at GND and VDD at 5v. Pins Z, Y and X must be plugged at analogic 0, 1 and 2 respectly, This ones correspond to the three-dimensional coordinate axes ZYX (Z height, depth Y and X width) as you can see printed on it. The diagram below will clarify this concept:

Acelerometro ejes.png

A smartphone the accelerometer correspond to the following scheme:

Acelerometro smartphone.png

The values given by the sensors of the accelerometer of every axis vary from 446 to 576 aproximatly. This means: If we take the board horitzontaly like we have it in the draw (leaving the Usb at Left, and Accelerometer at right)and we turn it clockwise 270 degrees (until usb its looking down and the accelerometer up) The y Axis will give us its minimum vale and should be above 446. if wereverse the movement, (USB above, accelerometer below), Will reach his maximum value and give us 576. The X axis will not have changed almost everything in this process, and if we had the board parallel to the ground, we will return a value of 511 roughly intermediate. Then a small theoretical calculation of this value:

576-446 = 130 130: 2 = 65 576-65 = 511 (or 446 + 65 = 511)

in the exercice the first thing to do its "calibrate" these values. so we gonna store these values in two variables. In this exercice we dont need the Z axis value. The calibration must be done with the board vertically, leaving the usb up and the accelerometer down.

Sa1.PNG


Create two variables AxisY and AxisX for continusly store the values of axis y (analog 2) and axis X (analog 3. The value of Axis Y will have its minimum value. we subtract this value which gives about 0. We will do the same with the X axis subtracting the value intermediate, as will be parallel to the ground.

for what we need every Axis? As we know the cordinate system of scratch in regarding the direction of an object varies somewhat with respect to normal:

PCS.png


So we are gonna use the X axis for control the threshold 0, To know when switch between negative to positive and Y axis to vary the direction of the object.How does not match the value of the Y-axis accelerometer with the direction of the scratch, we must do a small conversion, that is, if we turn the board to the right we see that the variable Y takes a value About 65 (which it confirms the calculation we have done before), and Scratch the right equals 90, so:

90 / 65 = 1.384615385 (1.4 Rounding)

This is the factor that we use to pass the value of the Y axis in the direction Scratch. Please note that this factor is valid when the value of X axis is greater than 0, ie, when the board pointing to the right. If that points to the left, we will use the same factor but negative:

S4a02.png

We also added a block to move the object.

Example 2: Robot Controled with keyboard

In the following example we will control the robot with the keyboard. The assemble scheme will be the following:

Servomotors bb.png


We need to connect each servo at (5V) and to the ground (GND) and one connected to the pin 4 and the other to the pin 7, they will recive the signal form the board and the program.

when we got it, we can start to program. first we have to create a new project, (File> New)put two blocs of motors and then we select the pins where we have it connected:

Sers4a.png

putting one in clockwise and the other counterclockwise and we start them making doble click on them, the robot should move forward (or backward depending of the order we plugged the servos). If we want to move it when we push a key we should do the follow:

S4a03.png

Now we have to do the same for the other keys, (changing the direction of each engine). And adding the Space Key for Stop the robot:

S4a04.png

If we want the robot mobe when we push a key, and stop when we dont touch the keyboard we can do and alternative version:

S4a05.png

Exemple 3: Robot Controlled with and accelerometer.

Now, we know how accelerometer and robot works, so we are ready for do the last exercice: Control the robot with the accelerometer.

The first we need its add two switches (botons) to the accelerometer board, like this:

Acceler.png

One of these switch will serve for start and stop the robot, and the other for switch between forward and backward movement. Everyone require and a resistor of 10k acting as a pull down.


Now we can start to "Build" the program. We gonna start with the accelerometer board. The first step will be calibrate the acclerometer, like we did in the first exemple, but this time the only axis we need its X. How we got it plugged at Analogic pin 2 we gonna use analog 3. And we create a new Variable, (for all the other objects, because we gonna need to see them from arduino obect) where we gonna store the X axis value calibrated:

S4a06.png

This Variable "Direction" will give us 0, aproximatly, when we got the board vertically with the usb cable pointed up.

The next step its create another bloc of instruccions for control the state of the bottons; We will create a few variables (only for this Object) to keep the button state. Also create two variables, one to know when the robot is started or stopped (motorsOn) and one for controlling the movement forward and backward (moveForward). The latter must be for all objects.

But the fact of using buttons raises a question: for example, in the case that control the movement forward or backward, we want to change direction only when you press the button or you continue until you give again? Obviously the second option is more practical (and also more complicated, though not much). Therefore, we will move only when it detects when you press the button, that is, if we were not pressed the (false) to down (true). In addition we will update the status of the button depending on whether or not the button is pressed:

S4a07.png

by this way if u press and hold the button, only goes one time to the conditional. because when it comes out, assing the value Digital1 (true) button1State to the variable, and repeats the loop when the condition is not met button1State as is true and not false. Now you should add what the condition has to do:

S4a08.png

Now when it comes to conditional, will look the value of the variable moveForward. In case of that is true it will change to false and vice versa. So every time you press the button will shift from one sense to another. We do the same with the power button and the variable motorsOn and put it together with what we have:

S4a09.png

Now all that remains is initialize the variables and we will have the board with the accelerometer:

S4a10.png

The following is create a new Arduino object for the robot. Here all you do is check the value of the variables motorsOn, moveForward and direction and act accordingly. For example, if the variable motorsOn is false means that the robot is stationary. Otherwise it means to be moved:

S4a11.png

And what we have to do when the engines are running? Directing them as the variables moveForward and direction. With the latter we choose one threshold value to know when we turn right, left or go straight ahead (for example we can use one value of 40 approximately). Then we will have three cases: if direction is less than -40: turn left. if direction is greater than 40: turn right. if not met any of the previous two (ie, direction is between -40 and 40): go straight.

Before starting we must stipulate what is the front and back of the robot to know when to go forward or back and what engine is for the right and wich is for left. In our case we designed this way:

Servomotors2 bb.png

The left engine is connected to pin 4 and right engine at pin 7. Below we have a table that summarizes in what sense should be the engines depending on the value of and direction in the case of the robot go forward, that is, when it meets moveForward is true:

value of direction type of movement left engine (pin 4) right engine (pin 7) less than -40 turn left clockwise clockwise more than 40 turn right counterclockwise counterclockwise between -40 40 go straight counterclockwise clockwise

In the case of "moveForward" its false, its the same but reversed:

value of direction type of movement left engine (pin 4) right engine (pin 7) less than -40 turn left counterclockwise counterclockwise more than 40 turn right clockwise clockwise between -40 40 go straight clockwise counterclockwise

Now the only thing to do its apply that to our program:

S4a12.png

And add it to what we had done:

S4a13.PNG

And That's all! Enjoy! :)


Example 2: Script music workshop (Kandinsky)

Nedeed components.

1 x Arduino board: http://www.sparkfun.com/products/9950 1 x Sensor infrared SHARP GP2Y0A21YK: http://www.sparkfun.com/products/242 1 x LED RGB: http://www.sparkfun.com/products/105 1 x usb cable: http://www.sparkfun.com/products/512


First Step: playing notes with the sensor.

Before anything else Create an Arduino object (or take what comes by default at the beginnig of new project), which set one number to a variable depending on the value of the sensor

Selección 001.png

How we have to constantly monitor the value of the sensor we will use one endless loop where each iteraction store the value of the sensor into a variable. Depending on the value and if exceed or not certain thresholds, the variable will have one value or another value (from 1 to 7). In case of it is less than 160 (that is, if the sensor does not detect any obstacle) consider one value of 0. Note: The variable value must be visible to all items!

We will create another Object that will be the main program. What what we have to do first is to choose an instrument. If you click at the block "set instrument to" a dropdown list must show with different types of instruments. Just memorize which number corresponds to:

Captura3.png

The notes can also viewed at block "play note <> during <> pulse":

Captura4.png

Now we will create a new variable where we store the number of instrument and another for the note. Then make again an infinite loop where we must change the value depending of the value of variable "value"

Furthermore, if this is different from 0, and thus the value of the sensor is greater than 300, send a message playNote:

This part can be done on stage. When receives the message playNote, will set the instrument we have chosen and will play the corresponding note for a time. This process is repeated each time the message is relayed:

Selección 008.png

And with that we can start playing!

Second step: record the tune to reproduce when you want it Now that we can play with the Arduino, we store each note on a list for when you want to play them. Must avoid touching any note with the sensor wile the tune is playing, so we gonna use a variable "semaphore playing". In other words, we can only play in real time when playing = 0, ie, when not playing anything. Otherwise, when one does not play any notes or stored.

Selección 009.png

Tot seguit crearem un nou objecte (en aquest cas anomenat PlayButton) per a reproduir la melodia quan el premem amb el ratolí (l’aspecte d’aquest objecte el pot crear l’usuari o bé agafar una imatge predefinida amb forma de botó de “play” o una cosa per l’estil). Quan aquest objecte sigui premut, començarà a recòrrer la llista (amb l’ajuda de la variable index) i a tocar cada nota que estigui guardada en aquesta, no sense abans posar la variable reproduint a 1 per a que el programa principal no pugui tocar ni guardar cap nota, com s’ha explicat abans. Quan termina de reproduïr la llista entera, torna a posar-la a 0.


També cal que la posem a 0 a l’inici del programa (veure captura següent)


Tercer pas: variar ritme de la melodía amb sensor Si volem fer servir el sensor per a variar el ritme de la melodia quan l’estem reproduint, farem servir una variable tempo, la qual la modificarem igual que la variable nota (amb altres valors), reemplaçant el codi d’aquesta i deixant-ho a una banda:


Podem intercanviar aquestes dues parts quan estiguem tocant o reproduint. Per a poder modificar el tempo en temps real necessitem fer lo següent (podem fer-ho a l’Escenari mateix)


Quart pas: esborrar melodia

Per últim crearem un altre objecte per a esborrar la melodia quan sigui premut:


Opcional: botó de gravació: Si no volem que les notes es vagin guardant automàticament a mesura que les anem tocant, podem fer un botó adicional per control·lar la gravació (similar a la tecla “REC” d’un radiocassette). L’únic que farà serà canviar una variable anomenada “gravant” de 0 a 1 i viceversa: I on fem servir aquesta variable? Al programa principar, on toquem la nota depenent del valor del sensor:

I això és tot!
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