Difference between revisions of "Exercise - Configuring Icons and Variables"
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− | :* Double click on | + | :* Double click on the [[Decision Icon Properties|Decision icon]] to open the configuration dialogue box, and then: [[File:gen_exerciseFirstFlowchartadddev_deciconprops_01.png|250px|right]] |
::* Rename it "Switch pressed?". | ::* Rename it "Switch pressed?". | ||
::* In the 'If:' box, type "switch=1". | ::* In the 'If:' box, type "switch=1". |
Revision as of 11:30, 17 July 2013
- Double click on the Input icon.
- This opens the 'Properties: Input' dialogue box, allowing you to configure the way the program treats information from the switch.
- This information will be contained in a variable called 'switch'.
- Click on the down arrow at the right-hand end of the 'Variable:' box to open the variables dialogue box.
- Hover to the left of the 'Variables' label and click on the down arrow that appears.
- Click on the 'Add new' option to open the 'Create a New Variable' dialogue box.
- Create a new variable named "switch" with initial value "0" and description "Copies the state of the switch"
- Leave the 'Variable type:' as 'Byte'.
- (For more information about variables, see Creating Variables and Variable Types.
- (The resulting dialogue box is shown opposite.)
- Finish configuring the input properties as follows:
- Change the 'Display name:' to "Read the switch".
- In the 'Variable:' box, type the name of the variable you created "switch".
- Leave the 'Port:' as PORT A.
- Select to 'Input from:' 'Single Bit' and choose bit 0.
- (The resulting dialogue box is shown opposite.)
- Set up like this, the program monitors the state of the switch, which will be connected to bit 0 of Port A of the microcontroller.
- When the program looks at the input switch if it is pressed, the variable 'switch' contains logic 1. If unpressed, it contains logic 0.
- Double click on the Decision icon to open the configuration dialogue box, and then:
- Rename it "Switch pressed?".
- In the 'If:' box, type "switch=1".
- Leave the 'Swap Yes and No' box unchecked.
- Click on 'OK'.
- This icon will be used to make the program perform what is known as a conditional branch.
- The subsequent course of the program depends on the outcome of the condition specified in the 'Decision' icon.
- In this case, it depends on whether or not the variable 'switch' = 1.
- If it is, the program follows the 'Yes' route. If not, it follows the 'No' route.