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ARDUINO
MICROCONTROLLER
QUARTER 2
MICROCONTROLLER (1)
■An integrated circuit (IC) that can already be
considered as a single-chip computer because
inside it can be found all the necessary components
of a computer system, including the central
processing unit (CPU) that serves as the brain of the
computing device, timer/counter, clock, read-only
memory (ROM), random-access memory (RAM), and
programmable input/output peripherals.
MICROCONTROLLER (2)
■Having all these essential components in
a single chip makes it possible to perform
various dedicated tasks without the need
for other external circuits. As such, a
microcontroller is generally used as an
embedded system, as an integral part of
machineries such as appliances and
automobiles.
EMBEDDED SYSTEM
■A system with a set of instructions referred to
as a program. It is embedded into devices to
perform a specific function that can be
controlled, monitored, or performed with
minimal or sometimes even without a user
interface. Some examples of commonly
known microcontrollers are 8051, PIC series
of microcontrollers.
WHY USE ARDUINO?
■ There are numerous families of microcontroller platforms that
are available in the market, which offer the same features and
functionalities, but using Arduino is advantageous to students,
teachers, and others who are interested in developing
microcontroller-based applications.
■ Arduino is considered as one of the most successful tools for
Science, Technology, Engineering, and Math (STEM)
education. It is also an effective electronics prototyping tool
used today, allowing the developers to create their own
prototype of an application.
PROTOTYPE
■ Refers to the initial design or model of an application or
device to demonstrate its requirements and functions.
It will undergo fine tuning before it is eventually
translated into the final working model.
1. Affordability.
■ Learning microcontroller programming and robotics is
now affordable. It is less expensive compared to other
boards. A basic Arduino kit can be bought as a pre–
assembled package of for manual assembly.
2. Simplicity
■ With Arduino’s simplicity, users can build different
projects from the most basic for beginners to the more
advanced applications for expert users. Arduino
Software (IDE) simplifies all complicated details of
microcontroller programming with its user – friendly
features. You can easily build your own project by
simply following the step-by-step instructions provided
in the user manual.
3. Cross – Platform Compatibility
■ The Arduino software (IDE) runs on different operating
systems. It runs on Macintosh, Windows, and Linux
unlike other microcontroller platforms that usually run
on only one system.
4. Open Source
■ Arduino is designed as an open-source hardware and
software tool, allowing both experienced programmers
and beginners to contribute to its modification,
extension, and improvement.
5. Arduino Community
■ Arduino has thousands of users around the world that
can interact with each other, exchange ideas,
knowledge, and experiences, and provide access to
documentation and tutorials on the Internet. This helps
others Arduino users and enthusiasts to easily learn
microcontroller programming even without a
background in programming, electronics, and robotics.
Arduino Uno Microcontroller
■ Arduino Uno is an open-source
microcontroller board based on
the ATmega328P microcontroller
that was developed by Arduino.
Atmega is a powerful chip at a
very affordable price that is
generally found in a small
machine and appliances as well
as remote control toy cars and
robots.
Figure 1. Atmega 328 Microcontroller
Arduino Uno Microcontroller
■ Arduino Uno is the first in a series of USB-based
boards. It is highly recommended for beginners
because it is the most documented in the Arduino
family and provides an easy-to-use interface.
Arduino Uno Microcontroller
■ IoT (Internet of Things) is a system that allows
people around the world to exchange data and to
connect almost “all things” like electronic and
computing devices, appliances, machines, and
other applications with embedded systems over
the Internet. It is now one of the latest trends in
the development of microcontroller projects.
Parts of the Arduino Uno Microcontroller Unit
1
1. Microcontroller – acts as
the brain of the entire
system. This is where the
instructions on what the
microcontroller will do is
sent and processed
Parts of the Arduino Uno Microcontroller Unit
2. USB Port – this is used to
supply power to the system
and to transmit and upload
data from the computer.
2
Parts of the Arduino Uno Microcontroller Unit
2. USB Port – this is used to
supply power to the system
and to transmit and upload
data from the computer.
2
Parts of the Arduino Uno Microcontroller Unit
3. Barrel Jack – it is a
circular port with a 2.1mm
diameter. It is another way
to supply power to the board
using an AC – DC adapter
that gas 6 – 20 volts output.
2
Parts of the Arduino Uno Microcontroller Unit
4. Reset Button – this is
used to restart the system.
4
Parts of the Arduino Uno Microcontroller Unit
5. Power Header – this is
used to supply enough
power to the external
components of an Arduino
project.
5
Parts of the Arduino Uno Microcontroller Unit
6. Digital Input / Output Pins
These pins are used to connect
external devices to your board. Digital
Pins are used to read or write digital
data, which are either HIGH or LOW.
Digital input pins read digital inputs,
whereas digital output pins write
digital output.
- Digital Pin I/O 0 to Digital Pin I/O 13
- Pin A0 to A5 (Digital I/O Pin 14 to
Digital I/O Pin 19)
6
Parts of the Arduino Uno Microcontroller Unit
7. Analog Input Pins –
compared with digital data,
which are either HIGH or LOW,
analog data covers all values in
a specific range. Analog pins
read digital input, write digital
output but not analog output.
- Analog Input Pins A0 to A5
7
Parts of the Arduino Uno Microcontroller Unit
8. Analog Output Pins / PWM
(Pulse – Width Modulated) Pins
– Analog Output Pins ~3, ~5,
~6, ~9. ~10, ~11
7
ARDUINO INTEGRATED
DEVELOPMENT
ENVIRONMENT (IDE)
Integrated Development Environment (IDE)
Is a software application that provides the developer or
programmer a development tool with a graphic user
interface (GUI) to write and test the code =. It makes it
easier to write Arduino code, conduct testing, and upload
data to the microcontroller. It was designed using the
Java Programming Language and was based on
Processing Language together with other open-source
software.
Getting Started with Arduino (IDE)
You have two (2) options in running an Arduino IDE – it
can be run either online or offline.
Online IDE – if you have a stable/reliable internet
connectivity, you can use the Arduino Web Editor, which
can be accessed through https://create.Arduino.cc/
Here you can always access the latest version of the IDE
without the need to install the software and subsequent
updates. It also allows you to create and save your
sketches over the internet
Getting Started with Arduino (IDE)
Desktop IDE – If you opt to work offline, you need to
download and install the latest version of the desktop
Arduino IDE.
Downloading Arduino Software IDE
https://www.Arduino.cc/en/Main/Software
Opening Arduino Software IDE
To open and launch Arduino IDE just click the shortcut or
the folder where the file was saved.
Installing Arduino IDE
After the Arduino IDE software has been downloaded,
simply double-click the file that was saved.
Follow the on-screen instructions and finish the
installation.
Q2 Arduino Draft Q2 Arduino Draft Q2 Arduino Draft
Title Bar
■ This shows the filename of the sketch. Filename refers
to the name you use to identify your program.
■ The title bar also contains the minimize, maximize, and
close buttons of the application.
Menu bar
■ This allows access to all the different functions and
commands of the Arduino IDE.
Toolbar
■ Verify button – this is used to check the code for any
syntax error before the program is uploaded to your
microcontroller. A syntax error refers to an error in the
source code that causes failure in executing the
program. Once an error occurs, the programmer must
debug the program. Debugging means finding and
fixing or resolving any errors in your program.
Upload Button
■ This is used to transfer the program from your
computer into the microcontroller after successfully
verifying that the source code is free from errors
New File Button
■ This allows you to create a new file or new Arduino
window.
Open button
■ This is used to retrieve previous sketch/sketches.
Save button
■ This allows you to save the current sketch to your
computer.
Serial Monitor
■ This connects the computer and the Arduino and is
used to send and receive serial data. It is also useful
for debugging purposes and can be used to control the
Arduino using the keyboard.
Status Bar
■ This provides feedback after the verification and
compiling of the program.
PROGRAMMING
CONCEPT
Hardware
■ The physical part or component of a machine.
■ These are tangible components that you can touch, see, and feel.
■ Users cannot duplicate the hardware unless it is constructed or
manufactured using physical materials and or components.
■ It can be replaced with a new one if damaged.
■ It is not affected by computer viruses.
■ It cannot be electronically transferred through a computer
network.
Software
■ Contains the set of instructions that is used to control and operate
the machine.
■ These are intangible components that cannot be seen or touched.
■ Users can duplicate and have many copies of a software.
■ Are developed by writing instructions using a specific
programming language.
■ Are used to control the functions of a computer or robot.
■ A backup copy can be reinstalled if it is damaged or corrupted.
■ Can be affected by computer viruses.
■ Can be transferred electronically through a computer network.
Program and Programming Language
■ A software program is a set of instructions that is used to tell
a machine what to do. There are various ways to write these
commands using different types of programming languages. A
programming language is used by programmers and
developers to write code that contain commands that will be
executed by a computer device. The Arduino microcontroller
can be developed using different programming languages like
the MATLAB, Industrial Robot Languages, C/C++, C#/.Net,
Java, Python, and more.
Programming Development Cycle
2. Design
3. Coding
and
Debugging
4. Testing
5.
Implementation
and
Maintenance
1. Analysis
1. Analysis
■ This phase defines and analyzes the problem.
The success of a computer program may depend
on the proper analysis of what you want a
program to do. This is made possible by
identifying the purpose of the program, the
problems to be solved, the requirements, and
the possible solutions.
2. Design
■ In this phase, the programmer designs an
algorithm of the solutions to the problem before
writing the actual program. An algorithm is a
sequence of instructions needed to solve the
problem. The programmer may also use a visual
representation of the solution to the problem
using a flowchart.
3. Coding and Debugging
■ This phase refers to the process of writing code
or instructions using a specific programming
language. After writing the code, the
programmer must detect, locate, and correct any
syntax errors. This process is known as
debugging. Syntax refers to the grammatical
rules of a specific programming language.
4. Testing
■ Once the program is free from any errors or
bugs, the programmer needs to check the
program’s efficiency to ensure that there are no
logical errors. This means it works as it is
expected and meets the requirements based on
the specifications that were analyzed.
5. Implementation and Maintenance
■ Implementation means the program is ready for
use after it has passed all the previous phases
and met the specified requirements. During
implementation, the program may require
upgrading and maintenance to adapt to minor
changes in the requirements.
Algorithms, Pseudocode, and Flowcharts
■ Algorithms, pseudocode, and flowcharts are common
tools used in designing the solution to a problem. These
are helpful in developing a program especially for
beginners. Since they are independent of a specific
programming language, they make it easier to
understand the problem and its requirements, and to
study possible alternative solutions before writing the
actual program.
Advantages
■ They are program – independent. This means that they can be
learned without a formal background in any programming
language.
■ They offer substitutes to the usual lengthy narrative
description of program.
■ They are easier to understand than a program written in a
specific programming language.
■ They allow the users the chance to focus on other important
matters.
■ They allow easy analysis in each part of the process in the
program.
Limitations
■ Since it is program independent, it does not represent
any programming language. This means that it is
understandable by person-to-person rather that person-
to-computer.
■ They do not represent a natural means of
communication.
■ They only show the step-by-step process in the program,
but do not explain why a particular set of operation is
made.
Algorithm
■ Depicts the narrative description of the procedure for the
solutions to the problem in a computer program.
Example:
Problem – Display value of a number from 1 to 10
Algorithm
Step1: Initialize the value of number to 0
Step2: Increment value of number by 1
Step3: Display value of number
Step4: If value of number is less than 5 then go back step 2,
otherwise end the process.
Number Display Is number < 10
(STEP 1) 0
(STEP 2) 0 + 1 = 1 (STEP 3) 1 (STEP 4) 1 < 5 = TRUE
(since TRUE, go back to STEP 2)
(STEP 2) 1 + 1 = 2 (STEP 3) 2 (STEP 4) 2 < 5 = TRUE
(since TRUE, go back to STEP 2)
(STEP 2) 2 + 1 = 3 (STEP 3) 3 (STEP 4) 3 < 5 = TRUE
(since TRUE, go back to STEP 2)
(STEP 2) 3 + 1 = 4 (STEP 3) 4 (STEP 4) 4 < 5 = TRUE
(since TRUE, go back to STEP 2)
(STEP 2) 4 + 1 = 5 (STEP 3) 5 (STEP 4) 5 < 5 = FALSE
(since FALSE, the process will STOP)
SIMULATION
Flowchart
■ Used as a graphical representation of the algorithm. It
uses different symbols to demonstrate each process in
the program. Each symbol represents a specific
function. With a flowchart, you can easily visualize and
analyze the process in the algorithm, and identify the
relationships between the steps in the process
Limitations
■ User needs to be familiar with the symbols and their functions.
■ It can sometimes become lengthy if there are interconnected
symbols that can otherwise be explained in just a few narrative
lines.
Name Symbol Function
Terminal Symbol To start and stop a procedure or a program.
Initialization To prepare initial data or values for a variable.
Input/Output Box To store and read input data and display the
output.
Processing Box To denote processing in a program.
Decision Box To signify that a condition must be evaluated,
and a selection must be made of whether to
determine the next procedure.
Flow Direction Indicator
→ ←↑↓ To signify the order and direction of the flow of
operation.
On-page Connector To connect a symbol to other parts of the
flowchart symbol within the same page to avoid a
long queue of flow lines.
Off-page Connector To connect the next process of the flowchart that
is located on the next page.
Flowcharting Technique
■ Sequential Structure – this is used when the procedure
in the program is to be executed in sequence or one
after the other.
Problem – Ask an input of two
number, compute, and display its
sum.
Algorithm:
1. Initialize variable num1,
num2, sum
2. Input value for num1 and
num2
3. Compute for the sum two
output numbers
4. Formula sum = num1 +
num2
5. Display value of sum
START
num 1, num 2, sum = 0
Input num 1, num 2
sum = num 1 + num 2
display sum
END
Flowcharting Technique
■ Selection Structure – this is used when a program statement requires to
be tested as whether it is TRUE or FALSE, and the corresponding logical
path will be taken, both logical paths must eventually end with the
terminal symbol (STOP) to exit the flow structure.
Problem – Input two numbers,
compare them, and display which
value is larger.
Algorithm:
1. Initialize variable num1,
num2 to zero
2. Input num1, num2
3. Is num1 > num2?
‘If TRUE, do step 4, else do step 5
4. Display the value of num 1
5. Display the value of num2
If TRUE, do step 4, else do step 5
START
Num2 = 0
Input num 1, num 2
STOP
is num1 > num2?
Display num1 Display num2
TRUE FALSE
Flowcharting Technique
■ Iteration Structure – used when the program structure requires repetition
or iteration. It also uses the decision symbol to test when the looping
structure will repeatedly perform the process while the condition is TRUE
and when it will exit once the condition becomes FALSE.
T
F
Problem – Display value of a
number from 1 to 5.
Algorithm:
1. Initialize value of
number to 0
2. Increment value of
number by 1
3. Display value of number
4. If value of number is less
than 5 then go back to
step 2, otherwise end
the process.
START
Number = 0
Number = number + 1
STOP
Is number < 5 ?
Display number
FALSE
1
1
TRUE
Problem – Display value of a
number from 1 to 5.
Algorithm:
1. Initialize value of
number to 1
2. Display value of number
3. If value of number is less
than or equal 5
4. Increment value of
number by 1
5. If value of number is less
than 5 then go back to
step 2, otherwise end
the process.
STOP
START
Number = 1
Is number ≤ 5 ?
Display number
FALSE
1
1
TRUE
Number = number + 1
Number Display Is number < 5
(STEP 1) 1 (STEP 2) 1 (STEP 3) 1 < 5 (since TRUE, proceed to STEP 4)
(STEP 4) 1 + 1 = 2, then
go back to STEP 2
(STEP 2) 2 (STEP 3) 2 < 5 (since TRUE, proceed to STEP 4)
(STEP 4) 2 + 1 = 3 (STEP 2) 3 (STEP 3) 3 < 5 (since TRUE, proceed to STEP 4)
(STEP 4) 3 + 1 = 4 (STEP 2) 4 (STEP 3) 4 < 5 (if TRUE, proceed to STEP 4)
(STEP 4) 4 + 1 = 5 (STEP 2) 5 (STEP 3) 5 < 5 (since FALSE, proceed to STEP
5) Process STOP
SIMULATION
Pseudocode
■ An algorithm that uses English structured phrases to
represent the process to be processed in a program. Its
difference with the usual algorithm is that it resembles the
statement in a particular programming language.
■ It is used during the design phase to give more attention to
the logic of the algorithm without being distracted by the
programming syntax.
■ With this, it will be easier for the programmer to translate
the pseudocode into a source code, a line of code written in
a specific programming language that is executable and
understandable by a computer.
Problem: Display the value
of a number from 1 to 5.
Algorithm:
1. Initialize value of
number as 0,
2. Increment value of
number by 1,
3. Display value of number,
4. If value of number is less
than 5 then go back to
step 2, otherwise end
the process.
BASIC ARDUINO
SKETCH
Q2 Arduino Draft Q2 Arduino Draft Q2 Arduino Draft

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Q2 Arduino Draft Q2 Arduino Draft Q2 Arduino Draft

  • 2. MICROCONTROLLER (1) ■An integrated circuit (IC) that can already be considered as a single-chip computer because inside it can be found all the necessary components of a computer system, including the central processing unit (CPU) that serves as the brain of the computing device, timer/counter, clock, read-only memory (ROM), random-access memory (RAM), and programmable input/output peripherals.
  • 3. MICROCONTROLLER (2) ■Having all these essential components in a single chip makes it possible to perform various dedicated tasks without the need for other external circuits. As such, a microcontroller is generally used as an embedded system, as an integral part of machineries such as appliances and automobiles.
  • 4. EMBEDDED SYSTEM ■A system with a set of instructions referred to as a program. It is embedded into devices to perform a specific function that can be controlled, monitored, or performed with minimal or sometimes even without a user interface. Some examples of commonly known microcontrollers are 8051, PIC series of microcontrollers.
  • 5. WHY USE ARDUINO? ■ There are numerous families of microcontroller platforms that are available in the market, which offer the same features and functionalities, but using Arduino is advantageous to students, teachers, and others who are interested in developing microcontroller-based applications. ■ Arduino is considered as one of the most successful tools for Science, Technology, Engineering, and Math (STEM) education. It is also an effective electronics prototyping tool used today, allowing the developers to create their own prototype of an application.
  • 6. PROTOTYPE ■ Refers to the initial design or model of an application or device to demonstrate its requirements and functions. It will undergo fine tuning before it is eventually translated into the final working model.
  • 7. 1. Affordability. ■ Learning microcontroller programming and robotics is now affordable. It is less expensive compared to other boards. A basic Arduino kit can be bought as a pre– assembled package of for manual assembly.
  • 8. 2. Simplicity ■ With Arduino’s simplicity, users can build different projects from the most basic for beginners to the more advanced applications for expert users. Arduino Software (IDE) simplifies all complicated details of microcontroller programming with its user – friendly features. You can easily build your own project by simply following the step-by-step instructions provided in the user manual.
  • 9. 3. Cross – Platform Compatibility ■ The Arduino software (IDE) runs on different operating systems. It runs on Macintosh, Windows, and Linux unlike other microcontroller platforms that usually run on only one system.
  • 10. 4. Open Source ■ Arduino is designed as an open-source hardware and software tool, allowing both experienced programmers and beginners to contribute to its modification, extension, and improvement.
  • 11. 5. Arduino Community ■ Arduino has thousands of users around the world that can interact with each other, exchange ideas, knowledge, and experiences, and provide access to documentation and tutorials on the Internet. This helps others Arduino users and enthusiasts to easily learn microcontroller programming even without a background in programming, electronics, and robotics.
  • 12. Arduino Uno Microcontroller ■ Arduino Uno is an open-source microcontroller board based on the ATmega328P microcontroller that was developed by Arduino. Atmega is a powerful chip at a very affordable price that is generally found in a small machine and appliances as well as remote control toy cars and robots. Figure 1. Atmega 328 Microcontroller
  • 13. Arduino Uno Microcontroller ■ Arduino Uno is the first in a series of USB-based boards. It is highly recommended for beginners because it is the most documented in the Arduino family and provides an easy-to-use interface.
  • 14. Arduino Uno Microcontroller ■ IoT (Internet of Things) is a system that allows people around the world to exchange data and to connect almost “all things” like electronic and computing devices, appliances, machines, and other applications with embedded systems over the Internet. It is now one of the latest trends in the development of microcontroller projects.
  • 15. Parts of the Arduino Uno Microcontroller Unit 1 1. Microcontroller – acts as the brain of the entire system. This is where the instructions on what the microcontroller will do is sent and processed
  • 16. Parts of the Arduino Uno Microcontroller Unit 2. USB Port – this is used to supply power to the system and to transmit and upload data from the computer. 2
  • 17. Parts of the Arduino Uno Microcontroller Unit 2. USB Port – this is used to supply power to the system and to transmit and upload data from the computer. 2
  • 18. Parts of the Arduino Uno Microcontroller Unit 3. Barrel Jack – it is a circular port with a 2.1mm diameter. It is another way to supply power to the board using an AC – DC adapter that gas 6 – 20 volts output. 2
  • 19. Parts of the Arduino Uno Microcontroller Unit 4. Reset Button – this is used to restart the system. 4
  • 20. Parts of the Arduino Uno Microcontroller Unit 5. Power Header – this is used to supply enough power to the external components of an Arduino project. 5
  • 21. Parts of the Arduino Uno Microcontroller Unit 6. Digital Input / Output Pins These pins are used to connect external devices to your board. Digital Pins are used to read or write digital data, which are either HIGH or LOW. Digital input pins read digital inputs, whereas digital output pins write digital output. - Digital Pin I/O 0 to Digital Pin I/O 13 - Pin A0 to A5 (Digital I/O Pin 14 to Digital I/O Pin 19) 6
  • 22. Parts of the Arduino Uno Microcontroller Unit 7. Analog Input Pins – compared with digital data, which are either HIGH or LOW, analog data covers all values in a specific range. Analog pins read digital input, write digital output but not analog output. - Analog Input Pins A0 to A5 7
  • 23. Parts of the Arduino Uno Microcontroller Unit 8. Analog Output Pins / PWM (Pulse – Width Modulated) Pins – Analog Output Pins ~3, ~5, ~6, ~9. ~10, ~11 7
  • 25. Integrated Development Environment (IDE) Is a software application that provides the developer or programmer a development tool with a graphic user interface (GUI) to write and test the code =. It makes it easier to write Arduino code, conduct testing, and upload data to the microcontroller. It was designed using the Java Programming Language and was based on Processing Language together with other open-source software.
  • 26. Getting Started with Arduino (IDE) You have two (2) options in running an Arduino IDE – it can be run either online or offline. Online IDE – if you have a stable/reliable internet connectivity, you can use the Arduino Web Editor, which can be accessed through https://create.Arduino.cc/ Here you can always access the latest version of the IDE without the need to install the software and subsequent updates. It also allows you to create and save your sketches over the internet
  • 27. Getting Started with Arduino (IDE) Desktop IDE – If you opt to work offline, you need to download and install the latest version of the desktop Arduino IDE. Downloading Arduino Software IDE https://www.Arduino.cc/en/Main/Software Opening Arduino Software IDE To open and launch Arduino IDE just click the shortcut or the folder where the file was saved.
  • 28. Installing Arduino IDE After the Arduino IDE software has been downloaded, simply double-click the file that was saved. Follow the on-screen instructions and finish the installation.
  • 30. Title Bar ■ This shows the filename of the sketch. Filename refers to the name you use to identify your program. ■ The title bar also contains the minimize, maximize, and close buttons of the application.
  • 31. Menu bar ■ This allows access to all the different functions and commands of the Arduino IDE.
  • 32. Toolbar ■ Verify button – this is used to check the code for any syntax error before the program is uploaded to your microcontroller. A syntax error refers to an error in the source code that causes failure in executing the program. Once an error occurs, the programmer must debug the program. Debugging means finding and fixing or resolving any errors in your program.
  • 33. Upload Button ■ This is used to transfer the program from your computer into the microcontroller after successfully verifying that the source code is free from errors
  • 34. New File Button ■ This allows you to create a new file or new Arduino window. Open button ■ This is used to retrieve previous sketch/sketches. Save button ■ This allows you to save the current sketch to your computer.
  • 35. Serial Monitor ■ This connects the computer and the Arduino and is used to send and receive serial data. It is also useful for debugging purposes and can be used to control the Arduino using the keyboard. Status Bar ■ This provides feedback after the verification and compiling of the program.
  • 37. Hardware ■ The physical part or component of a machine. ■ These are tangible components that you can touch, see, and feel. ■ Users cannot duplicate the hardware unless it is constructed or manufactured using physical materials and or components. ■ It can be replaced with a new one if damaged. ■ It is not affected by computer viruses. ■ It cannot be electronically transferred through a computer network.
  • 38. Software ■ Contains the set of instructions that is used to control and operate the machine. ■ These are intangible components that cannot be seen or touched. ■ Users can duplicate and have many copies of a software. ■ Are developed by writing instructions using a specific programming language. ■ Are used to control the functions of a computer or robot. ■ A backup copy can be reinstalled if it is damaged or corrupted. ■ Can be affected by computer viruses. ■ Can be transferred electronically through a computer network.
  • 39. Program and Programming Language ■ A software program is a set of instructions that is used to tell a machine what to do. There are various ways to write these commands using different types of programming languages. A programming language is used by programmers and developers to write code that contain commands that will be executed by a computer device. The Arduino microcontroller can be developed using different programming languages like the MATLAB, Industrial Robot Languages, C/C++, C#/.Net, Java, Python, and more.
  • 40. Programming Development Cycle 2. Design 3. Coding and Debugging 4. Testing 5. Implementation and Maintenance 1. Analysis
  • 41. 1. Analysis ■ This phase defines and analyzes the problem. The success of a computer program may depend on the proper analysis of what you want a program to do. This is made possible by identifying the purpose of the program, the problems to be solved, the requirements, and the possible solutions.
  • 42. 2. Design ■ In this phase, the programmer designs an algorithm of the solutions to the problem before writing the actual program. An algorithm is a sequence of instructions needed to solve the problem. The programmer may also use a visual representation of the solution to the problem using a flowchart.
  • 43. 3. Coding and Debugging ■ This phase refers to the process of writing code or instructions using a specific programming language. After writing the code, the programmer must detect, locate, and correct any syntax errors. This process is known as debugging. Syntax refers to the grammatical rules of a specific programming language.
  • 44. 4. Testing ■ Once the program is free from any errors or bugs, the programmer needs to check the program’s efficiency to ensure that there are no logical errors. This means it works as it is expected and meets the requirements based on the specifications that were analyzed.
  • 45. 5. Implementation and Maintenance ■ Implementation means the program is ready for use after it has passed all the previous phases and met the specified requirements. During implementation, the program may require upgrading and maintenance to adapt to minor changes in the requirements.
  • 46. Algorithms, Pseudocode, and Flowcharts ■ Algorithms, pseudocode, and flowcharts are common tools used in designing the solution to a problem. These are helpful in developing a program especially for beginners. Since they are independent of a specific programming language, they make it easier to understand the problem and its requirements, and to study possible alternative solutions before writing the actual program.
  • 47. Advantages ■ They are program – independent. This means that they can be learned without a formal background in any programming language. ■ They offer substitutes to the usual lengthy narrative description of program. ■ They are easier to understand than a program written in a specific programming language. ■ They allow the users the chance to focus on other important matters. ■ They allow easy analysis in each part of the process in the program.
  • 48. Limitations ■ Since it is program independent, it does not represent any programming language. This means that it is understandable by person-to-person rather that person- to-computer. ■ They do not represent a natural means of communication. ■ They only show the step-by-step process in the program, but do not explain why a particular set of operation is made.
  • 49. Algorithm ■ Depicts the narrative description of the procedure for the solutions to the problem in a computer program. Example: Problem – Display value of a number from 1 to 10 Algorithm Step1: Initialize the value of number to 0 Step2: Increment value of number by 1 Step3: Display value of number Step4: If value of number is less than 5 then go back step 2, otherwise end the process.
  • 50. Number Display Is number < 10 (STEP 1) 0 (STEP 2) 0 + 1 = 1 (STEP 3) 1 (STEP 4) 1 < 5 = TRUE (since TRUE, go back to STEP 2) (STEP 2) 1 + 1 = 2 (STEP 3) 2 (STEP 4) 2 < 5 = TRUE (since TRUE, go back to STEP 2) (STEP 2) 2 + 1 = 3 (STEP 3) 3 (STEP 4) 3 < 5 = TRUE (since TRUE, go back to STEP 2) (STEP 2) 3 + 1 = 4 (STEP 3) 4 (STEP 4) 4 < 5 = TRUE (since TRUE, go back to STEP 2) (STEP 2) 4 + 1 = 5 (STEP 3) 5 (STEP 4) 5 < 5 = FALSE (since FALSE, the process will STOP) SIMULATION
  • 51. Flowchart ■ Used as a graphical representation of the algorithm. It uses different symbols to demonstrate each process in the program. Each symbol represents a specific function. With a flowchart, you can easily visualize and analyze the process in the algorithm, and identify the relationships between the steps in the process Limitations ■ User needs to be familiar with the symbols and their functions. ■ It can sometimes become lengthy if there are interconnected symbols that can otherwise be explained in just a few narrative lines.
  • 52. Name Symbol Function Terminal Symbol To start and stop a procedure or a program. Initialization To prepare initial data or values for a variable. Input/Output Box To store and read input data and display the output. Processing Box To denote processing in a program. Decision Box To signify that a condition must be evaluated, and a selection must be made of whether to determine the next procedure. Flow Direction Indicator → ←↑↓ To signify the order and direction of the flow of operation. On-page Connector To connect a symbol to other parts of the flowchart symbol within the same page to avoid a long queue of flow lines. Off-page Connector To connect the next process of the flowchart that is located on the next page.
  • 53. Flowcharting Technique ■ Sequential Structure – this is used when the procedure in the program is to be executed in sequence or one after the other.
  • 54. Problem – Ask an input of two number, compute, and display its sum. Algorithm: 1. Initialize variable num1, num2, sum 2. Input value for num1 and num2 3. Compute for the sum two output numbers 4. Formula sum = num1 + num2 5. Display value of sum START num 1, num 2, sum = 0 Input num 1, num 2 sum = num 1 + num 2 display sum END
  • 55. Flowcharting Technique ■ Selection Structure – this is used when a program statement requires to be tested as whether it is TRUE or FALSE, and the corresponding logical path will be taken, both logical paths must eventually end with the terminal symbol (STOP) to exit the flow structure.
  • 56. Problem – Input two numbers, compare them, and display which value is larger. Algorithm: 1. Initialize variable num1, num2 to zero 2. Input num1, num2 3. Is num1 > num2? ‘If TRUE, do step 4, else do step 5 4. Display the value of num 1 5. Display the value of num2 If TRUE, do step 4, else do step 5 START Num2 = 0 Input num 1, num 2 STOP is num1 > num2? Display num1 Display num2 TRUE FALSE
  • 57. Flowcharting Technique ■ Iteration Structure – used when the program structure requires repetition or iteration. It also uses the decision symbol to test when the looping structure will repeatedly perform the process while the condition is TRUE and when it will exit once the condition becomes FALSE. T F
  • 58. Problem – Display value of a number from 1 to 5. Algorithm: 1. Initialize value of number to 0 2. Increment value of number by 1 3. Display value of number 4. If value of number is less than 5 then go back to step 2, otherwise end the process. START Number = 0 Number = number + 1 STOP Is number < 5 ? Display number FALSE 1 1 TRUE
  • 59. Problem – Display value of a number from 1 to 5. Algorithm: 1. Initialize value of number to 1 2. Display value of number 3. If value of number is less than or equal 5 4. Increment value of number by 1 5. If value of number is less than 5 then go back to step 2, otherwise end the process. STOP START Number = 1 Is number ≤ 5 ? Display number FALSE 1 1 TRUE Number = number + 1
  • 60. Number Display Is number < 5 (STEP 1) 1 (STEP 2) 1 (STEP 3) 1 < 5 (since TRUE, proceed to STEP 4) (STEP 4) 1 + 1 = 2, then go back to STEP 2 (STEP 2) 2 (STEP 3) 2 < 5 (since TRUE, proceed to STEP 4) (STEP 4) 2 + 1 = 3 (STEP 2) 3 (STEP 3) 3 < 5 (since TRUE, proceed to STEP 4) (STEP 4) 3 + 1 = 4 (STEP 2) 4 (STEP 3) 4 < 5 (if TRUE, proceed to STEP 4) (STEP 4) 4 + 1 = 5 (STEP 2) 5 (STEP 3) 5 < 5 (since FALSE, proceed to STEP 5) Process STOP SIMULATION
  • 61. Pseudocode ■ An algorithm that uses English structured phrases to represent the process to be processed in a program. Its difference with the usual algorithm is that it resembles the statement in a particular programming language. ■ It is used during the design phase to give more attention to the logic of the algorithm without being distracted by the programming syntax. ■ With this, it will be easier for the programmer to translate the pseudocode into a source code, a line of code written in a specific programming language that is executable and understandable by a computer.
  • 62. Problem: Display the value of a number from 1 to 5. Algorithm: 1. Initialize value of number as 0, 2. Increment value of number by 1, 3. Display value of number, 4. If value of number is less than 5 then go back to step 2, otherwise end the process.