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Mastering Arduino

You're reading from   Mastering Arduino A project-based approach to electronics, circuits, and programming

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Product type Paperback
Published in Sep 2018
Publisher Packt
ISBN-13 9781788830584
Length 372 pages
Edition 1st Edition
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Author (1):
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Jon Hoffman Jon Hoffman
Author Profile Icon Jon Hoffman
Jon Hoffman
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Toc

Table of Contents (23) Chapters Close

Preface The Arduino FREE CHAPTER Basic Electronics Circuit Diagrams Basic Prototyping Arduino IDE Programming the Arduino - The Basics Programming the Arduino - Beyond the Basics Motion Sensor Environment Sensors Obstacle Avoidance and Collision Detection Fun with Lights Fun with Sound Using LCD Displays Speech Recognition and Voice Synthesizing DC Motors and Motor Controllers Servo Motors Using a Relay Remotely Controlling the Arduino Creating a Robot Bluetooth LE Bluetooth Classic Another Book You May Enjoy

Object-oriented programming

Object-oriented programming (OOP) is a programming paradigm that helps us divide our code into reusable components using classes and objects. An object is designed to model something. For example, we could create an LED object that will contain the properties and functionality we want for a LED; however, before we can create an object we need to have a blueprint for it. This blueprint is called a class. Let's see how this works by creating a class that will help us control a LED.

We will start off by creating two new tabs named led.cpp and led.h. The led.h file will contain the definition for the class, and the led.cpp file will contain the code. Let's start off by adding the following code to the led.h file:

#ifndef LED_H
#define LED_H

#define LED_ONE 3
#define LED_TWO 11

class Led{
  int ledPin;
  long onTime;
  long offTime;
  public...
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