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Practical Arduino Robotics

You're reading from   Practical Arduino Robotics A hands-on guide to bringing your robotics ideas to life using Arduino

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Product type Paperback
Published in Mar 2023
Publisher Packt
ISBN-13 9781804613177
Length 334 pages
Edition 1st Edition
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Author (1):
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Lukas Kaul Lukas Kaul
Author Profile Icon Lukas Kaul
Lukas Kaul
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Table of Contents (21) Chapters Close

Preface 1. Part 1: Selecting the Right Components for Your Robots
2. Chapter 1: Introducing Robotics and the Arduino Ecosystem FREE CHAPTER 3. Chapter 2: Making Robots Perceive the World with Sensors 4. Chapter 3: Making Your Robot Move and Interact with the World with Actuators 5. Chapter 4: Selecting the Right Arduino Board for Your Project 6. Part 2: Writing Effective and Reliable Robot Programs for Arduino
7. Chapter 5: Getting Started with Robot Programming 8. Chapter 6: Understanding Object-Oriented Programming and Creating Arduino Libraries 9. Chapter 7: Testing and Debugging with the Arduino IDE 10. Part 3: Building the Hardware, Electronics, and UI of Your Robot
11. Chapter 8: Exploring Mechanical Design and the 3D Printing Toolchain 12. Chapter 9: Designing the Power System of Your Robot 13. Chapter 10: Working with Displays, LEDs, and Sound 14. Chapter 11: Adding Wireless Interfaces to Your Robot 15. Part 4: Advanced Example Projects to Put Your Robotic Skills into Action
16. Chapter 12: Building an Advanced Line-Following Robot Using a Camera 17. Chapter 13: Building a Self-Balancing, Radio-Controlled Telepresence Robot 18. Chapter 14: Wrapping Up, Next Steps, and a Look Ahead 19. Index 20. Other Books You May Enjoy

Turning your class into an Arduino library

A class is a bundle of variables and functions that encapsulates all the code needed for an object of this class to perform certain tasks. The LED blinking example is quite simple to illustrate the core concepts, but you can easily imagine how classes can get much more complex, with many more member variables, functions, and a richer interface. Many parts of examples in previous chapters could be rewritten as classes for future reuse, for example, the PID position controller and the motor driver code.

In the last section, we saw how we can write a class inside our Arduino program and then use it to instantiate many objects of that class, but we have not seen yet how to reuse the class definition in another program. Being able to reuse code across programs, and even share it between different programmers so they can all use it in their programs, is one of the most useful features of OOP in the Arduino ecosystem. For this reason, the majority...

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