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The purpose of the first experiment is not so much to turn the LED on and off as it is to get familiar with everything you need to do to create a fully functional program that is downloaded to the Propeller chip and causes some sort of a response in the hardware that you can see. The easiest way to do this is with an LED. You will also notice that this object (program) incorporates simple methods (subroutines) to introduce you to how methods are used within the Spin language. It is not a parallelprogramming example. From there, we make a fairly big leap to using a liquid crystal display (LCD) with the Propeller and developing all the methods that we will need to use it in the experiments that follow. We have to make this jump because we need an LCD (or something else) to show us what is going on within our experiments in a visual format. All the methods we need to give us comprehensive access to the LCD are developed, and the techniques for storing them at a suitable location on disk and then calling them from within another object are covered. A comprehensive discussion of what one needs to do to control an LCD is provided in 14. The discussion there gives you the information you need to control all aspects of the operation of a typical 16 2 LCD from the absolute beginning. Although writing to a computer display is mentioned in this tutorial, I do not cover the creation of the software needed to communicate with a display because the subject is more advanced than is suitable in a book for beginners. You should not let this issue keep you from using larger displays because there are a number of objects (in the object exchange) that allow you to use a display with minimal effort. These programs are in the public domain, and I encourage you to learn how to use them based on the use demonstrated for the LCD. The way you access a larger display is similar to how you access the LCD, and using an LCD is covered in detail. Once we have an operational LCD, we can start to develop the techniques we need to bring information into the Propeller and to get output information from the Propeller. The LCD programs developed allow us to see what is going on within the system with minimal new programming. As we proceed, you will see that we really do need to be able to look into an operating program to see what is going on, and that an LCD can be quite adequate for doing that. Besides, the LCD is the most inexpensive way to get a self-contained operation going with the kit we are using. The inputs and outputs we have the greatest interest in are the types of signals that computers use to interact with the world. A summary of them follows:
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Pulsing Using the LCD to see what is going on Binary I/O interaction Reading and creating pulse widths Reading and creating frequencies Reading and creating pulse sequences Read a varying DC voltage signal (generated by a potentiometer)
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Generally, almost everything we read into a computer and send out of a computer comes in and goes out in one of these formats. Each of these is covered in a separate chapter to compartmentalize things and keep confusion to a minimum. We need a source that provides us with signals that we can respond to. Because we are operating in a parallel-programming environment, the generation of any signals we may need can be assigned to one of the Propeller s cogs. We do not need a separate programmable signal generator to provide our signal needs. Because input/output is what it is all about, learning how to generate the signals we need is an important skill for us to master. Mastering the preceding input and output techniques gives us a basic understanding of the processes used to get information in and out of a microprocessor. In that we have eight cogs to work with, we can assign one cog to read the information and another to put it out in the same shape and form as the basis for our experiments. If both the input and output waveforms look to be (somewhat!) identical in some respect, we will have successfully read and generated the waveform under consideration. You can use one trace of your oscilloscope to look at the incoming waveforms and the other to look at what you are sending out. There will be a delay between the two waveforms, and the shapes and frequencies will not be identical. However, they need to be pretty much similar if you want to claim success. There will also be some timing discrepancies, but we won t let that distract us. Let s see how well we do. Once we get things working, you can work on getting them perfect. Once we are comfortable with the inputs and outputs covered in this part of the book, we will move to the third part of the book, where we will use what we have learned in Part II to create real-world devices. Part III of the book is dedicated to the construction of a number of devices that use the information we mastered in the first two parts of the book. All the projects are straightforward and are designed to be similar to the projects you might expect to undertake if you are interested in the realworld use of the Propeller chip.
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