Bare Minimum code needed

The bare minimum of code needed to start an Arduino sketch.


This example contains the bare minimum of code you need for a sketch to compile properly on Arduino Software (IDE): the 

setup()
 method and the 
loop()
 method.

Hardware Required

  • Arduino Board

Circuit

Only your Arduino Board is needed for this example.


Arduino


Code

The 

setup()

 function is called when a sketch starts. Use it to initialize variables, pin modes, start using libraries, etc. The setup function will only run once, after each powerup or reset of the board.

After creating a 

setup()

 function, the 

loop()

 function does precisely what its name suggests, and loops consecutively, allowing your program to change and respond as it runs. Code in the 

loop()

 section of your sketch is used to actively control the board.

The code below won't actually do anything, but its structure is useful for copying and pasting to get you started on any sketch of your own. It also shows you how to make comments in your code.

Any line that starts with two slashes (//) will not be read by the compiler, so you can write anything you want after it. The two slashes may be put after functional code to keep comments on the same line. Commenting your code like this can be particularly helpful in explaining, both to yourself and others, how your program functions step by step.




Analog Read Serial

Read a potentiometer, print its state out to the Arduino Serial Monitor.

This example shows you how to read analog input from the physical world using a potentiometer. A potentiometer is a simple mechanical device that provides a varying amount of resistance when its shaft is turned. By passing voltage through a potentiometer and into an analog input on your board, it is possible to measure the amount of resistance produced by a potentiometer (or pot for short) as an analog value. In this example you will monitor the state of your potentiometer after establishing serial communication between your Arduino and your computer running the Arduino Software (IDE).



Hardware Required

  • Arduino Board

  • 10k ohm Potentiometer

Circuit

Connect the three wires from the potentiometer to your board. The first goes from one of the outer pins of the potentiometer to ground. The second goes from the other outer pin of the potentiometer to 5 volts. The third goes from the middle pin of the potentiometer to the analog pin A0.


By turning the shaft of the potentiometer, you change the amount of resistance on either side of the wiper, which is connected to the center pin of the potentiometer. This changes the voltage at the center pin. When the resistance between the center and the side connected to 5 volts is close to zero (and the resistance on the other side is close to 10k ohm), the voltage at the center pin nears 5 volts. When the resistances are reversed, the voltage at the center pin nears 0 volts, or ground. This voltage is the analog voltage that you're reading as an input.

The Arduino boards have a circuit inside called an analog-to-digital converter or ADC that reads this changing voltage and converts it to a number between 0 and 1023. When the shaft is turned all the way in one direction, there are 0 volts going to the pin, and the input value is 0. When the shaft is turned all the way in the opposite direction, there are 5 volts going to the pin and the input value is 1023. In between, analogRead() returns a number between 0 and 1023 that is proportional to the amount of voltage being applied to the pin.


Schematic:



Code

In the sketch below, the only thing that you do in the setup function is to begin serial communications, at 9600 bits of data per second, between your board and your computer with the command:

Serial.begin(9600);

Next, in the main loop of your code, you need to establish a variable to store the resistance value (which will be between 0 and 1023, perfect for an 

int
datatype) coming in from your potentiometer:

int sensorValue = analogRead(A0);

Finally, you need to print this information to your serial monitor window. You can do this with the command Serial.println() in your last line of code:

Serial.println(sensorValue);

Now, when you open your Serial Monitor in the Arduino Software (IDE) (by clicking the icon that looks like a lens, on the right, in the green top bar or using the keyboard shortcut Ctrl+Shift+M), you should see a steady stream of numbers ranging from 0-1023, correlating to the position of the pot. As you turn your potentiometer, these numbers will respond almost instantly.

Code




Arduino Interfacing with LCD 16x2



1. Introduction: Understanding Arduino Interfacing with LCD 16x2

In the world of microcontrollers, Arduino boards have gained immense popularity due to their versatility and ease of use. One of the most common components used in Arduino projects is the LCD (Liquid Crystal Display). Among the various types of LCDs available, the LCD 16x2 stands out as a popular choice for displaying information. This article will guide you through the process of interfacing the LCD 16x2 with an Arduino, allowing you to harness its power in your projects.

2. What is an LCD 16x2?

An LCD 16x2 is a type of alphanumeric display module that consists of 16 columns and 2 rows, hence the name "16x2." Each column can display a single character, and the module provides space for a total of 32 characters at a time. These characters can be letters, numbers, symbols, or even custom-defined characters.

LCD 16x2 modules are based on the HD44780 controller, which simplifies their interfacing with microcontrollers like Arduino. They offer a simple and cost-effective way to incorporate text-based information into your Arduino projects.




3. Benefits of Using an LCD 16x2 with Arduino

Integrating an LCD 16x2 with an Arduino offers several advantages:

  • Text-based Information: The LCD 16x2 allows you to display informative text such as sensor readings, messages, menu options, and more. It enables user interaction and enhances the overall functionality of your Arduino project.

  • Compact Size: The LCD 16x2 module is relatively small, making it suitable for projects with limited space. Its compact design ensures it can be easily integrated into various applications without occupying excessive real estate.

  • Easy to Read: The LCD 16x2 utilizes liquid crystal technology, which provides clear and legible characters, ensuring optimal readability. This makes it ideal for applications where information needs to be easily accessible to users.

  • User-Friendly Interface: Interfacing the LCD 16x2 with an Arduino is straightforward. The availability of well-documented libraries and example codes simplifies the process, even for beginners. This ease of use encourages experimentation and creativity with Arduino projects.

4. Setting up the Arduino LCD 16x2 Interfacing

Before we begin interfacing the LCD 16x2 with Arduino, there are a few components you will need:

  • Arduino board (such as Arduino Uno)
  • LCD 16x2 module
  • Potentiometer (10kΩ)
  • Breadboard
  • Jumper wires

5. Connecting the LCD 16x2 to Arduino

To establish a connection between the LCD 16x2 and Arduino, follow these steps:

  1. Connect the VCC pin of the LCD 16x2 to the 5V pin of the Arduino.
  2. Connect the GND pin of the LCD 16x2 to the GND pin of the Arduino.
  3. Connect the V0 pin of the LCD 16x2 to the middle pin of the potentiometer.
  4. Connect one end of the potentiometer to the 5V pin of the Arduino and the other end to the GND pin of the Arduino.
  5. Connect the RS pin of the LCD 16x2 to digital pin 12 of the Arduino.
  6. Connect the RW pin of the LCD 16x2 to GND.
  7. Connect the E pin of the LCD 16x2 to digital pin 11 of the Arduino.
  8. Connect the D4, D5, D6, and D7 pins of the LCD 16x2 to digital pins 5, 4, 3, and 2 of the Arduino, respectively.

With the connections in place, we can move on to writing the code for the Arduino LCD 16x2 interfacing.





6. Writing Code for Arduino LCD 16x2 Interfacing

To control the LCD 16x2 module with an Arduino, we need to install and include the LiquidCrystal library. This library simplifies the coding process and provides functions to interact with the LCD 16x2. Follow these steps to install and use the library:

  1. Launch the Arduino IDE on your computer.
  2. Go to "Sketch" -> "Include Library" -> "Manage Libraries."
  3. In the Library Manager, search for "LiquidCrystal" and click "Install" next to the LiquidCrystal library by Arduino.
  4. Once the library is installed, you can include it in your sketch by clicking on "Sketch" -> "Include Library" -> "LiquidCrystal."

With the library included, you can now start writing code to interact with the LCD 16x2.

7. Displaying Text on the LCD 16x2

To display text on the LCD 16x2, we will use a few functions provided by the LiquidCrystal library. Here's a simple example that displays "Hello, World!" on the LCD:

Code


Upload the code to your Arduino board, and you should see the text "Hello, World!" displayed on the LCD 16x2 module.


8. Creating Custom Characters on the LCD 16x2

The LCD 16x2 allows you to define custom characters, expanding its capabilities beyond standard alphanumeric characters. With custom characters, you can create symbols, icons, or even simple graphics. Here's an example that demonstrates how to define a custom character and display it on the LCD:




In this example, we define a custom character heart using an 8x5 bitmap. We then create the character at position 0 using the createChar function. Finally, we display the custom character on the LCD using the write function.

9. Frequently Asked Questions (FAQs)

1. What is the difference between LCD 16x2 and LCD 20x4?

The main difference between LCD 16x2 and LCD 20x4 is the number of columns and rows they can display. The LCD 16x2 has 16 columns and 2 rows, allowing a total of 32 characters at a time. On the other hand, the LCD 20x4 has 20 columns and 4 rows, providing a larger display area with 80 characters. The LCD 20x4 is suitable for applications requiring more information to be displayed simultaneously.

2. Can I use the LCD 16x2 without an Arduino?

The LCD 16x2 module is specifically designed for use with microcontrollers like Arduino. While it may be possible to interface it with other platforms, such as Raspberry Pi, it requires additional hardware and modifications. It is recommended to use the LCD 16x2 with an Arduino for seamless compatibility and ease of use.

3. How do I troubleshoot common issues with LCD 16x2?

If you encounter issues with the LCD 16x2, here are a few troubleshooting steps you can follow:

  • Double-check the connections between the LCD 16x2 and the Arduino.
  • Ensure that the power supply to the LCD 16x2 is stable and within the recommended voltage range (usually 5V).
  • Verify that the code uploaded to the Arduino is correct and compatible with the LCD 16x2.
  • Adjust the contrast using the potentiometer connected to the V0 pin of the LCD 16x2.
  • Test the LCD 16x2 with a simple example sketch to isolate any potential issues with your code or circuitry.

4. Can I display numbers and special characters on the LCD 16x2?

Yes, the LCD 16x2 can display not only numbers and letters but also a variety of special characters. It includes a built-in set of characters such as punctuation marks, mathematical symbols, and more. Additionally, you can define your own custom characters, as shown in a previous section, to create unique symbols or icons. check out other project How to Arduino and Servo Selection & Motion Control

5. Is it possible to backlight the LCD 16x2?

Yes, the LCD 16x2 module typically includes a backlight pin (BL) that allows you to illuminate the display. By connecting the BL pin to a suitable power source (usually 5V), the backlight of the LCD 16x2 can be activated, enhancing visibility in low-light conditions.

10. Conclusion

Interfacing the LCD 16x2 with an Arduino opens up a world of possibilities for text-based information display in your projects. From showcasing sensor readings to providing user interaction, the LCD 16x2 enhances the functionality and user experience. By following the steps outlined in this article, you can easily set up and control the LCD 16x2, creating compelling visual displays to elevate your Arduino projects to the next level.


Check out this amazing project