求arduino uno 原理图接收霍尔传感器信号并输出来点亮一个灯的代码

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nginx/1.1.19arduino uno r3连接电脑时为什么红灯一直亮,绿灯在闪?_百度知道
arduino uno r3连接电脑时为什么红灯一直亮,绿灯在闪?
arduino uno r3连接电脑时红灯一直亮这正常吗?
写着on的红灯一直亮着,L的绿灯在闪
提问者采纳
是你那的板子原来就写进了个测试程序了吧? ON是电源,它是一直亮着的,没错。那个L是联在13脚,并且串有电阻保护,当板子下载了Arduino例程中的Blink程序中时,它就以1秒的频率闪烁。你可以下载个别的程序,试试就知道了。
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红灯是电源 绿灯是引脚控制的led
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出门在外也不愁Arduino&uno&+&MQ-2气体传感器演示实验
一、产品特点:
1、&尺寸:32mm&X22mm&X27mm&&&长X宽X高
2、&主要芯片:LM393、ZYMQ-2气体传感器
3、&工作电压:直流5伏
二、&特点:
1、具有信号输出指示。
2、双路信号输出(模拟量输出及TTL电平输出)
3、TTL输出有效信号为低电平。(当输出低电平时信号灯亮,可直接接单片机)&&&&&&&&&&&&&&&&&
4、模拟量输出0~5V电压,浓度越高电压越高。
5、对液化气,天然气,城市煤气有较好的灵敏度。
6、具有长期的使用寿命和可靠的稳定性
7、快速的响应恢复特性
MQ-2&Sensor是基于QM-NG1探头的气体传感器,QM-NG1是采用目前国际上工艺最成熟,生产规模最大的Sn02材料作为敏感基体制作的广谱性气体传感器。该产品的最大特点是对各种可燃性气体(如氢气、液化石油气、一氧化碳、烷烃类等气体)以及酒精、乙醚、汽油、烟雾等有毒气体具有高度的敏感性。
&四、用途:用于排风扇、儿童玩具和广泛污染场所上的检验、提醒、报警功能!
&五、使用方法及注意事项:
&1.&元件开始通电工作时,没有接触丁烷气体,其电导率也急剧增加,约一分钟后达到稳定,这时方可正常使用,这段变化在设计电路时可采用延时处理解决。
2.&加热电压的改变会直接影响元件的性能,所以在规定的电压范围内使用为佳。
3.&元件在接触标定气体1000ppm丁烷后10秒钟以内负载电阻两端的电压可达到&(&Vdg-Va&)差值的70%&(&即响应时间&);脱离标定气体1000ppm丁烷30秒钟以内负载电阻两端的电压下降到&(&Vdg&-Va&)差值的70%&(&即恢复时间&)。
4.&符号说明
 检测气体中电阻-Rdg&&&&&&&&检测气体中电压-Vdg
 Rdg与&Vdg的关系:Rdg=RL(VC/Vdg-1)
5.&负载电阻可根据需要适当改动,以满足设计的要求。
6.&使用条件:温度-15~40℃;相对湿度20~85%RH;大气压力80~106KPa。
7.&环境温湿度的变化会给元件电阻带来小的影响,可进行湿度补偿,最简便的方法是采用热敏电阻补偿之。
8.&避免腐蚀性气体及油污染,长期使用需防止灰尘堵塞防爆不锈钢网。
&这里我们使用Arduino控制器来做测试,Arduino内部自带10位AD采样电路,程序简单,使用非常方便。六、实验所使用的器材:
一个Arduino&Uno
&一个MQ-2气体传感器模块
一根3的公对母杜邦线
一条USB下载线等等
七、实验所需要的模块
八、Arduino&Uno&与&MQ-2的硬件连接图
接线方法很简单,就是三根线,一根是VCC,一根是GND,这两根对应接到Arduino上的VCC和GND即可,不过有些地方的网友说气体传感器的VCC和GND最好外接比较好!还有一根是信号线接的是analog&0的接口!这样就完成了电路的连接!
九、演示代码:
void&setup()
&&&&Serial.begin(9600);
void&loop()
&&&&val=analogRead(0);
&&&&Serial.println(val,DEC);
&&&&delay(100);
九、实验结果如下(仅供参考):
如果您想购买实验所需要的模块,请到此淘宝链接查看:谢谢!
已投稿到:
以上网友发言只代表其个人观点,不代表新浪网的观点或立场。基于Arduino实现Arduino控制的电灯 - CSDN博客
&&&&&& 主要介绍使用Arduino做出一个可以通过Android手机控制开关的电灯。试想,当你晚上睡在床上,打开手机,关闭书房或者走廊的电灯,是不是一件很cool的事情。
一、所需部件介绍
1)Arduino UNO板
&&&&& 这当然是必须的。不过这里要特别说明一下,我使用是的DF-Bluetooth V3的蓝牙模块,而部分Arduino UNO板由于串口限流电阻设计存在问题,会导致蓝牙模块只能发送数据而不能接收数据,这实在是一个很大的问题。我因为这个原因,又重新购买了一块新的Arduino UNO板。所以,在购买时请注意咨询卖家,确认是否已经改造过串口电阻,支持DF-Bluetooth V3模块。在进行制作前,也请先验证你的UNO板是否能通过蓝牙模块正常接收数据。
2)蓝牙模块(BluetoothV3)及传感器扩展板
&&&& 我使用的是DF-Bluetooth V3蓝牙模块及Arduino Xbee传感器扩展板V5,这两者是配套的。当然没有扩展板也没有关系,直接连线通过SoftSerial方式会更好调试。有了扩展板,在使用的时候会更清爽,一根连线都不用了。
&&&&& 由于要控制220v的电灯,所以我们需要一个继电器模块,用小电流来控制大电流设备。我使用的是Arduino兼容的JQC-3FF继电器模块,能承受277V/10A的交流设备,这对我们制作电灯来说足够用了,而且做工还挺精致的。
4)Android手机
&&&&& 当然,肯定还有android手机。必须android2.0以上系统的android手机,推荐2.3及以上系统,必须要有蓝牙喲(废话)。
二、电路连接
1)继电器与电灯的连接
&&&& 继电器有四个接线柱:NO、NC、N/A、COM。在接通控制电源后,通过控制信号,可以控制NO/NC与COM端口的闭合。我制作了一个简单的灯,将接线的火线断开,分别接在NO口与COM口。继电器的模块引脚有三个,分别是:<span style="font-family:SimS font-size:12 color:#脚--控制端,2脚--电源(VCC),3脚--地(GND),使用数据线直接与Arduino的数字信号端口连接(扩展板有专门的插口,很方便。),我们采用7数字引脚。接好的继电器如图所示。
2)蓝牙模块
&&&& 由于是配套的扩展板,直接插上就是了。
三、Arduino程序
&&&&& 要实现的功能其实很简单:设备通过蓝牙接收到到数据进行判断,控制继电器的开合。
&&&&& 代码如下:
int LIGHT_PIN = 7;
//设置继电器的控制数字引脚
void setup()
Serial.begin(9600);
//蓝牙的波特率,默认一般是9600根据自己的蓝牙设备设置而定
pinMode(LIGHT_PIN,OUTPUT);
void loop()
bt_command = Serial.read();
//从蓝牙上读取数据
if(bt_command == '1'){
//如果为字符1,闭合继电器,灯亮
digitalWrite(LIGHT_PIN,HIGH);
}else if(bt_command == '0'){
//如果为字符0,断开继电器,灯灭
digitalWrite(LIGHT_PIN,LOW);
delay(2000);
//做一个保护,避免点击过快,损坏灯
代码很简单,相信大家理解没有问题。
四、Android代码
这块相信是大家认为比较麻烦的,的确也是最麻烦的地方。不多说了,大家自己看源码。之前是用自己蓝牙的mac地址做寻址,方便。为了方便大家用,增加了设备扫描功能,这样如果不想做Android程序的,可以直接安装apk就能用。我在我的里程碑(用的MIUI)和i9100上都试过了,没问题。Enjoy it!
代码在上:
五、效果演示
说明:我玩Arduino时间很短,还是新手。不足之处,大家见谅并请多提意见!当前访客身份:游客 [
一个用 Arduino 实现的完整项目
英文原文:
Introduction&&
I have a daughter at primary school. As a father, I have some responsibilities, of course. I like being a father, I have no problem with that. What bothers me is the endless math study sessions in that business. It is really killing me sometimes. Again and again, 2+2, 5+6, 4+3. That was start, now it is time for subtraction: 5-4, 10-4 .. and everybody knows that it has no end. I said enough and decided to leverage the technology. You know, technology for people, and now for me. Come here my dear Arduino, I need you.
I was hoping that this project would be very easy to implement at the very beginning. All I would need to write some functions to show some numbers and maybe a beep and some LED to make it interesting. However, things were changed after I started to think about it elaborately, Some hardware management issues came out, then UI management, then content management. Our small Arduino application changed into something that has to be handled more seriously which leads me to write this article. Let's start with the requirements.
我有一个上小学的女儿. 作为一位父亲,当然该负起责任. 我喜欢自己作为父亲的角色,对此我毫无疑问. 但因此所带给我的困扰则是无止境的数学学习事务. 有时候这真的让我很头疼. 2+2, 5+6, 4+3,一遍又一遍. 那才刚开始呢, 现在又多了减法: 5-4, 10-4 .. 而每个人都知道这是没有结束可言的. 我抱怨的够多了,因而决定利用此项技术. 你知道的,技术为人而生, 而现在是为我而存在. 到这里来,我亲爱的 Arduino, 我需要你.
在最开始的时候,我希望这个项目能很容易实现. 我预计所有需要做的事情就是写一些函数来展示一些数字,并且为了根据趣味性,也许要来点蜂鸣声和一些LED灯光. 然后,情况在我开始精心考虑它的时候发生了改变,&出现了一些硬件管理问题, 然后是内容管理问题. 我们这个小小的&Arduino 应用程序变成了一个认真把握的东西,这导致我写下了这篇文章. 让我们先从需求开始吧.
Project Requirements&
System shall show a menu on a display for the basic operations: addition, subtraction, multiplication, division &
User (my daughter) can select an arithmetic operation to study from the menu with a keypad.
There shall be some difficulty levels. After operation selection, difficulty level selection will appear on the display.
According to difficulty level, random questions shall be shown on the display and user can answer the question with the keypad.
User can correct her answer before entering it.&
A message shall be displayed according to the correctness after entering an answer.
The correct answer shall be displayed after 3 wrong answers.
User can browse menu (menu-up or selecting menu items)
The system shall have audio and visual warning infrastructure. Messages will be accompanied by that infrastructure.&
Each operation will have a time-limited quiz section.
Quiz section shall start to randomize questions beginning with the easiest level and goes up to higher difficulty levels.&&
Statistics will be displayed at the end of the quiz (how many questions asked, how many of them answered correctly)&&&
System can take attention when she comes around.&
There shall be some fun part out of math which directs user to do something like 'sing a song', 'kiss your daddy' etc. Else the user acceptance test is absolutely going to fail!
Warning infrastructure can be used as fun material in the fun part.
系统可以显示一个菜单,提供一些基本的操作:加、减、乘、除&。
用户(我的女儿)可以用键盘从菜单上选择一种算数运算来学习。
会有一些难度级别:在选择运算后,难度级别会显示出来。
根据选择的难度级别,会随机显示出一些问题,用户可以用键盘回答这些问题。
用户可以在确认前修改自己的答案。
在确认答案后,根据正确与否会显示出一条信息。
如果三次答错,将会显示出正确答案。
用户可以浏览菜单(点开菜单并选择菜单项)。
系统应具有音频和视频警告API,错误信息可以通过该API发送。
每种算术运算有一个限时小测环节。
限时小测随机从简到难给出问题。 &
测试后会显示出统计数据(回答了多少题目,答对了多少题目)。
在用户接近时系统可以引起她的注意。
可以有一些数学以外的娱乐环节,比如让她唱首歌、亲自己的爸爸等等。如果不这么做,用户将无法继续使用系统。
警告API可以用来在娱乐环节做一些有趣的事情。
What we need in this project:&
LED & 400-ohm resistor
Hook-up wires
and see the following for the hardware design.&
Notes for mismatching parts:&
LCD is a serial LCD.
Arduino UNO should be replaced with Mega.
(I started this project with an Arduino UNO, but decided to continue with Arduino Mega because of more memory need.& At the beginning, everything was good with the Arduino UNO. However, when the code started to get bigger, after a point, I couldn't manage to hold the RAM usage below the capacity of the Arduino UNO and as you expect, it ended up with Arduino Mega, which has 8K of SRAM.)
我们在这个项目中需要什么:&
LED 和 400欧姆电阻
看看下面的硬件设计:
注意一些和上面不匹配的部分:
LCD应该是字符LCD。
Arduino UNO应该用Mega替代。
(我用Arduino UNO开启了这个项目,但是因为内存的需要后来改用Arduino Mega继续这个项目。开始的时候,Arduino UNO工作的很好。但是,当代码量增加,我无法将RAM使用量控制在Arduino UNO的容量之内,然后就想你所想的,我最终启用了Arduino Mega,它有8K的SRAM。)
Software Design &
Image1: Overview of the design.&
The system can be divided into 2 main parts. As you see in the Image1, the first part is responsible for the hardware management.&
Input System: We have 2 different keypads and they are merged into one as seen by other components. Unified keyboard informs registered client when any of keys is pressed from any keyboard (matrix keypad or adkeyboard).
Output system: Serial LCD with added functionality.
Signalling: Unified signalling sub-system. It is composed of a LED and a digital buzzer and it provides the capability of defining different signal patterns to the client code. Client code can start any pattern according to its need.
Motion detection: Motion detection capability with PIR sensor. When somebody is detected, it triggers a signal to take attention.
The presentation layer is responsible for the user interaction. It contains infrastructure for visual items (menus and pages) and content management sub-system. &
UI management: In this sub-system, visual items are defined. A menu lists items on the display for user selection. A menu item may represent a sub-menu or a page. User can select a menu item with its displayed index by pressing corresponding key on the keyboard. One can go up in the menu by pressing 'Escape' key. If the selected menu item is a page, it is displayed, then. A page is responsible to show the content attached to it. Page waits for user input to change its content, or owner menu is displayed if 'Escape' is pressed. While in a page, pressing 'Enter' key results in evaluation of the answer. If user makes a mistake, she can delete her answer by pressing 'Backspace' key.& According to the correctness of the answer, appropriate signal is triggered.
Content management: This sub-system provides content to be displayed on the screen. Algorithms for different levels of arithmetic operations are provided. Client code (a page) requests content from this sub-system.& &
Simplified class diagrams are the following. These images show the basic structure to make easy to understand the actual class implementations.
图1:设计的概览
系统被分为2个主要部分。就像你在图1中看到的,第一个模块负责硬件的管理。
输入系统:我们有两个不同的键盘,他们被统一在一起,对外提供统一的接口。统一的键盘信息将在(矩阵键盘或模拟键盘上的)任何按键被按下时告知注册的客户端。
输出系统:具有附加功能的字符液晶面板。
发信系统:统一发信子系统。它由一个LED和一个数字蜂鸣器组成,它将不同的信号转化为目标客户端的编码。它将不同的信号转换为客户端代码,客户端代码可以根据需求运行各种代码。
运动检测:用PIR传感器实现运动检测。当有人被检测到,它触发一个信号来引起注意。
表现层负责与用户的交互。它包含图形界面的处理(菜单和页面)并包含管理子系统。
UI管理:在这个子系统中,我们定义了图像对象。一个菜单列表被显示出来供用户选择。一个菜单项可以显示出子菜单或者一个页面。用户可以通过输入显示在其上的索引来选择菜单项。通过按'Escape'键来返回上级菜单。如果一个菜单项是一个页面,选择后将会将这个页面显示出来。页面可以显示出其上面的信息,并等待用户输入来改变它的内容,此时按下'Escape'键就会显示出用户菜单。如果用户输入错误,可以通过按'Backspace'键删除答案。根据答案的正确与否,相应的信号将会被触发。
内容管理:这个子系统提供显示在屏幕上的内容,包括各种算术运算的各种难度级别的生成算法。客户端代码(页面)会向这个子系统请求内容。
简单的类框图如下。这些图像展示了基本的框架,帮助你更容易的理解实际的类实现。
Hardware Management &
MFK_InputDevice merges Keypad2 and AdKeyboard into one device. It handles their events and produces a new event for its clients with a new set of keys which are given below.
Image2: Input sub-system.
Key mappings:
Value (hex)&
MFK_OutputDevice is derived from SerialLCD class. It enhances SerialLCD for that project by combining functions of SerialLCD.
Image3: Output sub-system.
A signal pattern is built by using signal sources. A pattern should be stored in the signal controller with an index. The only thing to start a signal pattern is to call it from the signal controller with its index.&&&
Image4: Signalling sub-system.
硬件管理 &
MFK_InputDevice将Keypad2和AdKeyboard统一为同一个接口。它处理它们的事件,并向其客户端提供一组新的编码,如下所示。
图2:输入子系统
按键映射:
Value (hex)&
MFK_OutputDevice继承自SerialLCD类。它结合SerialLCD类的功能,并对其进行了增强。
图3:输出子系统
一个信号模式从信号源产生。一个模式连同它的索引被储存在信号控制器中。想要启动一个信号模式非常简单,只要用它的索引从信号控制器调用它。
图4:发信系统
At the top of the hardware management layer, MFK_Hardware class is placed. It orchestrates all other hardware devices and hides redundant complexity from clients. For example, PIRMotion and SignalController is not exposed to clients. However, input & output devices are mandatory to expose to the outer world since the UI system needs direct access to their functions. Signal patterns are also constructed in that class. They are ready to use by their named indices.
Image5: Hardware management
在硬件管理层顶层的是MFK_Hardware类。它只会所有其他硬件设备,对客户端隐藏多余的复杂性。举例来说,PIRMotionandSignalController没有被暴露给客户端。但是输入和输出设备必须要向外界开放,因为UI系统需要对这些功能的直接访问。信号模式也是在这个类里构建的,可以通过索引来访问他们。
图5:硬件管理
Presentation&
This layer is responsible for user interaction. It provides visual elements and content.&
ContentFactory creates ContentProviders according to ContentTypeEnum and ContentLevelEnum. Client gets the instance of the content factory, then it can request a content provider.&
Image6: Content management&
VisualItem is the base class for visual elements (menu & page). It also binds hardware management and presentation. 'show' and 'msgbox' functions use the output device (MFK_OutputDevice) and the input device (MFK_InputDevice) calls callback function provided by VisualItem. 'msgbox' function has also the ability of starting a signal pattern by calling 'signal' function of the hardware (MFK_Hardware).&
Menu, as the name implies, provides a list of menu items to select. User can select an item with its index, and menu 'show's that VisualItem.&
Page is the visual item for displaying content. Except for fun content, it expects an input from user. User 'Enter's her answer, then a message is displayed to inform user. After the message, new content is required from the content management.&
这一层负责与用户进行交互,它提供了视觉元素和内容。
ContentFactory根据toContentTypeEnum和ContentLevelEnum创建ContentProviders。客户端得到ContentFactory的实例,之后他可以请求一个content provider。
图6:内容管理
VisualItem是所有的视觉元素(菜单和页面)的基类。它还将硬件管理和呈现结合起来。'show' 和'msgbox'方法通过调用和回调VisualItem提供的方法使用输出设备(MFK_OutputDevice)和输入设备(MFK_InputDevice) 。'msgbox'方法也有能力启动一个信号模式,只要调用硬件(MFK_Hardware)的'signal'方法就可以了。
菜单就像他的名字一样,提供了一系列的菜单项可以选择。用户可以通过一个菜单项前面的索引选择它,然后菜单&'show' VisualItem。
Pageis是显示内容的视觉工具。除了娱乐内容,它会等待用户的输入。用户'Enter'她的答案,显示信息告知她对错。显示信息之后,就需要从内容管理获取新的内容。
Chapter is the intermediate class between ContentProvider and Page. When a page is shown for the first time, its chapter and related ContentProvider are created. User answers are directed to the chapter and correctness of an answer is evaluated in the chapter. Chapter also holds statistics for a study session in that page. FunChapter is a kind of chapter in which an answer is not expected from user. QuizChapter is the time-limited chapter. In a quiz chapter, questions are asked until the end of the time frame.
Image7: UI management
Chapter是ContentProvider和Page之间的中间类。当一个页面被第一次显示时,与其相关的chapter和ContentProvider就会被创建。用户的答案直接由chapter处理,并由chapter判断其对错。Chapter也对页面内的学习会话进行统计。FunChapter是一种不向用户要求答案的chapter,QuizChapter是限时的chapter。在一个quiz chapter中,问题只有在时间截止之前才能回答。
图7:UI管理
Implementation &&&
I hope the general structure of the system is clear. Now, it is time to dive into the code where the real fun begins.
I'd like to start with MathForKid.ino. It is the main code which is uploaded to Arduino Mega.
//&File:&MathForKid.ino
//&hardware&management
MFK_Hardware*&
//&presentation
Menu*&mainM
void&setup()&{
&&&&//&for&debugging&purposes
&&&&Serial.begin(9600);
&&&&//&get&the&instance&and&initialize&it
&&&&hw&=&MFK_Hardware::getInstance();
&&&&hw-&begin();
&&&&//&create&user&interface
&&&&CreateUI();
&&&&//&show&the&main&menu
&&&&mainMenu-&show();
void&loop()&{
&&&&//&update&hardware
&&&&hw-&update();
&&&&//&update&active&visual&item
&&&&VisualItem&*v&=&VisualItem::getActiveItem();
&&&&if(v!=NULL)
&&&&&&&&v-&update();
That is all. Run your application on the Arduino. OK, maybe a little explanation would be better
As I said at the very beginning of the 'Software Design' section, we have two main components: one for hardware management and one for presentation. They are defined globally at the top of the code and we initialize both of them in the 'setup' function. 'loop' function invokes the code to update them.
我希望你已经清楚了系统的通用结构。现在,是时候深入到代码中去,那里是真正的乐趣开始的地方。
我想以MathForKid.ino开始。它是上传到Arduino主板上的主要代码。
//&File:&MathForKid.ino
//&hardware&management
MFK_Hardware*&
//&presentation
Menu*&mainM
void&setup()&{
&&&&//&for&debugging&purposes
&&&&Serial.begin(9600);
&&&&//&get&the&instance&and&initialize&it
&&&&hw&=&MFK_Hardware::getInstance();
&&&&hw-&begin();
&&&&//&create&user&interface
&&&&CreateUI();
&&&&//&show&the&main&menu
&&&&mainMenu-&show();
void&loop()&{
&&&&//&update&hardware
&&&&hw-&update();
&&&&//&update&active&visual&item
&&&&VisualItem&*v&=&VisualItem::getActiveItem();
&&&&if(v!=NULL)
&&&&&&&&v-&update();
就这么多。在Arduino上运行你的应用吧。好吧,也许解释一下会更好。
正如我在“软件设计”那部分开头所说的,我们有两个部分:一个用来硬件管理,另一个用来展示。它们在代码顶部定义为全局变量,我们在&'setup'函数中将它们初始化。'loop'函数调用代码来更新它们。
Actually, CreateUI function is also implemented in that file. It creates the user interface where user interaction occurs.& mainMenu, all sub-menus and all pages are created and chapter properties are specified for pages in this function. &
void&CreateUI()&{
&&&&mainMenu&=&new&Menu(&main&);
&&&&//&addition
&&&&Menu*&m&=&new&Menu(&+&);
&&&&mainMenu-&addMenuItem(m);
&&&&//&level-1&page
&&&&Page*&p&=&new&Page(&L1&);
&&&&p-&setChapterProperties(Chapter::NormalChapter,&\
&&&&&&&&&&&&ContentFactory::Addition,&ContentFactory::Level1Content);
&&&&m-&addMenuItem(p);
&&&&//&level-2&page
&&&&p&=&new&Page(&L2&);
&&&&p-&setChapterProperties(Chapter::NormalChapter,&\
&&&&&&&&&&&&ContentFactory::Addition,&ContentFactory::Level2Content);
&&&&m-&addMenuItem(p);
Let's continue with the specific design patterns in this application.&&
As you may expect, MFK_Hardware is an example of facade pattern. It hides complexity of underlying hardware management issues and provides a clean interface to its clients. It is also a singleton since there exists only one instance of it all over the system. To achieve that, its constructor, copy and assignment operator are declared in the private section of the class declaration:&
//&File:&MFK_Hardware.h
//&private&constructor&to&achieve&singleton&pattern
&&&&MFK_Hardware();
&&&&MFK_Hardware(MFK_Hardware&const&);&//&copy&disabled
&&&&void&operator=(MFK_Hardware&const&);&//&assigment&disabled
and you can only use getInstance static function to access it, which is in the public section:
//&File:&MFK_Hardware.h
//&static&method&to&get&the&instance&
&&&&static&MFK_Hardware*&getInstance()&{
&&&&&&&&static&MFK_Hardware&
&&&&&&&&return&&
事实上,CreateUI方法也是在这个文件中实现的。当用户开始交互时,它创建用户接口。mainMenu、所有的子菜单和一切页面都是这个方法产生的,chapter的属性也是其赋予的。
void&CreateUI()&{
&&&&mainMenu&=&new&Menu(&main&);
&&&&//&addition
&&&&Menu*&m&=&new&Menu(&+&);
&&&&mainMenu-&addMenuItem(m);
&&&&//&level-1&page
&&&&Page*&p&=&new&Page(&L1&);
&&&&p-&setChapterProperties(Chapter::NormalChapter,&\
&&&&&&&&&&&&ContentFactory::Addition,&ContentFactory::Level1Content);
&&&&m-&addMenuItem(p);
&&&&//&level-2&page
&&&&p&=&new&Page(&L2&);
&&&&p-&setChapterProperties(Chapter::NormalChapter,&\
&&&&&&&&&&&&ContentFactory::Addition,&ContentFactory::Level2Content);
&&&&m-&addMenuItem(p);
我们接着来看这个应用的设计模式。
就像你所想的,MFK_Hardware是Facade模式的一个例子。它将底层的硬件管理问题隐藏起来,并对客户端提供了干净的接口。它同时也是 Singleton模式的代表,因为整个系统运行时其只产生一个实例。为了实现这个功能,MFK_Hardware的构造器、复制和赋值操作都被声明为私有方法。
//&File:&MFK_Hardware.h
//&private&constructor&to&achieve&singleton&pattern
&&&&MFK_Hardware();
&&&&MFK_Hardware(MFK_Hardware&const&);&//&copy&disabled
&&&&void&operator=(MFK_Hardware&const&);&//&assigment&disabled
你只能通过getInstance静态方法访问它们,这个方法是公共的:
//&File:&MFK_Hardware.h
//&static&method&to&get&the&instance&
&&&&static&MFK_Hardware*&getInstance()&{
&&&&&&&&static&MFK_Hardware&
&&&&&&&&return&&

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