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Robotics with the Board of Education Shield for Arduino

Curriculum

  • 9 Sections
  • 148 Lessons
  • Lifetime
Expand all sectionsCollapse all sections
  • About This Tutorial
    3
    • 2.0
      About the BOE Shield-Bot
    • 2.1
      Audience and Support
    • 2.2
      Author & Contributors
  • Chapter 1. Your Shield-Bot's Brain
    25
    • 3.1
      Chapter 1. Your Shield-Bot’s Brain
    • 3.2
      Hardware and Software Options
    • 3.3
      Shield-Bot Chassis Parts
    • 3.4
      Shield-Bot Hardware
    • 3.5
      Shield-Bot Electronics Parts
    • 3.6
      Activity 1: Download and Install the Software
    • 3.7
      Activity 2: Write a Simple “Hello!” Sketch
    • 3.8
      Codebender Hello Sketch
    • 3.9
      How the Hello Sketch Code Works
    • 3.10
      Modify the Sketch to Repeat
    • 3.11
      Hello Messages on New Lines
    • 3.12
      Open the Arduino Reference
    • 3.13
      Activity 3: Store and Retrieve Values
    • 3.14
      Global vs.Local Variables
    • 3.15
      Activity 4: Solve Math Problems
    • 3.16
      Try Floating Point Math
    • 3.17
      Activity 5: Make Decisions
    • 3.18
      More Decisions with if… else if
    • 3.19
      Activity 6: Count and Control Repetitions
    • 3.20
      How the for Loop Works
    • 3.21
      Adjust Initialization, Condition, and Increment
    • 3.22
      Activity 7: Constants and Comments
    • 3.23
      Chapter 1 Summary
    • 3.24
      Chapter 1 Challenges
    • 3.25
      Chapter 1 Solutions
  • Chapter 2. Shield, Lights, Servo Motors
    23
    • 4.0
      Chapter 2. Shield, Lights, Servo Motors
    • 4.1
      Activity 1: Board of Education Shield Setup
    • 4.2
      Activity 2: Build and Test LED Indicator Lights
    • 4.3
      Introducing the Resistor
    • 4.4
      Introducing the LED
    • 4.5
      Introducing the Prototyping Area
    • 4.6
      LED Test Circuit
    • 4.7
      How a Sketch Makes the LED Turn On and Off
    • 4.8
      Introducing the Timing Diagram
    • 4.9
      Activity 3: LED Servo Signal Monitors
    • 4.10
      How to Use the Arduino Servo Library
    • 4.11
      Activity 4: Connect Servo Motors and Batteries
    • 4.12
      Connect the Servos to the BOE Shield
    • 4.13
      Connect the Battery Pack to the BOE Shield
    • 4.14
      5-cell Pack Setup
    • 4.15
      4-cell Pack + Boe-Boost Setup
    • 4.16
      Activity 5: Centering the Servos
    • 4.17
      Activity 6: Testing the Servos
    • 4.18
      Controlling Servo Speed and Direction
    • 4.19
      How To Control Servo Run Time
    • 4.20
      Chapter 2 Summary
    • 4.21
      Chapter 2 Challenges
    • 4.22
      Chapter 2 Solutions
  • Chapter 3. Assemble and Test your BOE Shield-Bot
    22
    • 5.0
      Chapter 3. Assemble and Test your BOE Shield-Bot
    • 5.1
      Activity 1: Assembling the BOE-Shield-Bot
    • 5.2
      Mount the Topside Hardware
    • 5.3
      Remove the Servo Horns
    • 5.4
      Mount the Servos on the Chassis
    • 5.5
      Mount the Battery Pack
    • 5.6
      Mount the Wheels
    • 5.7
      Attach the BOE Shield to the Chassis
    • 5.8
      Activity 2: Re-test the Servos
    • 5.9
      Testing the Left and Right Wheels
    • 5.10
      Servo Troubleshooting
    • 5.11
      Activity 3: Start-Reset Indicator
    • 5.12
      Build the Piezospeaker Circuit
    • 5.13
      Programming the Start-Reset Indicator
    • 5.14
      Example Sketch: StartResetIndicator
    • 5.15
      Activity 4: Test Speed Control
    • 5.16
      Example Sketch: Test Servo Speed
    • 5.17
      How TestServoSpeed Works
    • 5.18
      Optional: Record Your Own Transfer Curve Data
    • 5.19
      Chapter 3 Summary
    • 5.20
      Chapter 3 Challenges
    • 5.21
      Chapter 3 Solutions
  • Chapter 4. BOE Shield-Bot Navigation
    19
    • 6.0
      Chapter 4. BOE Shield-Bot Navigation
    • 6.1
      Activity 1: Basic BOE Shield-Bot Maneuvers
    • 6.2
      How ForwardThreeSeconds Works
    • 6.3
      Moving Backward, Rotating, and Pivoting
    • 6.4
      Activity 2: Tuning the Basic Maneuvers
    • 6.5
      Tuning the Turns
    • 6.6
      Activity 3: Calculating Distances
    • 6.7
      Activity 4: Ramping Maneuvers
    • 6.8
      Activity 5: Simplify Navigation with Functions
    • 6.9
      Function Call with Parameters
    • 6.10
      Put Maneuvers Into Functions
    • 6.11
      Activity 6: Custom Maneuver Function
    • 6.12
      Activity 7: Maneuver Sequences with Arrays
    • 6.13
      Using Array Elements
    • 6.14
      Navigation with Arrays
    • 6.15
      Character Arrays and switch-case
    • 6.16
      Chapter 4 Summary
    • 6.17
      Chapter 4 Challenges
    • 6.18
      Chapter 4 Solutions
  • Chapter 5. Tactile Navigation with Whiskers
    13
    • 7.0
      Chapter 5. Tactile Navigation with Whiskers
    • 7.1
      Activity 1: Build and Test the Whiskers
    • 7.2
      How Whisker Switches Work
    • 7.3
      Testing the Whiskers
    • 7.4
      How DisplayWhiskerStates Works
    • 7.5
      Activity 2: Field-Test the Whiskers
    • 7.6
      Activity 3: Navigation with Whiskers
    • 7.7
      How RoamingWithWhiskers Works
    • 7.8
      Activity 4: Artificial Intelligence for Escaping Corners
    • 7.9
      How Escaping Corners Works
    • 7.10
      Chapter 5 Summary
    • 7.11
      Chapter 5 Challenges
    • 7.12
      Chapter 5 Solutions
  • Chapter 6. Light-Sensitive Navigation with Phototransistors
    18
    • 8.0
      Chapter 6. Light-Sensitive Navigation with Phototransistors
    • 8.1
      Introducing the Phototransistor
    • 8.2
      Activity 1: Simple Light to Voltage Sensor
    • 8.3
      Example Sketch: PhototransistorVoltage
    • 8.4
      Halt Under the Bright Light
    • 8.5
      How the Phototransistor Circuit Works
    • 8.6
      Ohm’s Law
    • 8.7
      Activity 2: Measure Light Levels Over a Larger Range
    • 8.8
      Building the Photosensitive Eyes
    • 8.9
      Test the Phototransistor Circuit
    • 8.10
      rcTime and Voltage Decay
    • 8.11
      Activity 3: Light Measurements for Roaming
    • 8.12
      Light Measurement Graphic Display
    • 8.13
      Activity 4: Test a Light-Roaming Routine
    • 8.14
      Activity 5: Shield-Bot Navigating by Light
    • 8.15
      Chapter 6 Summary
    • 8.16
      Chapter 6 Challenges
    • 8.17
      Chapter 6 Solutions
  • Chapter 7. Navigating with Infrared Headlights
    14
    • 9.0
      Chapter 7. Navigating with Infrared Headlights
    • 9.1
      Infrared Light Signals
    • 9.2
      Activity 1: Build and Test the Object Detectors
    • 9.3
      Object Detection Test Code
    • 9.4
      Activity 2: Field Testing
    • 9.5
      Sniffing for IR Interference
    • 9.6
      Activty 3: Detection Range Adjustments
    • 9.7
      Activity 4: Object Detection and Avoidance
    • 9.8
      Activity 5: High-performance IR Navigation
    • 9.9
      Activity 6: Drop-off Detector
    • 9.10
      Example Sketch: AvoidTableEdge
    • 9.11
      Chapter 7 Summary
    • 9.12
      Chapter 7 Challenges
    • 9.13
      Chapter 7 Solutions
  • Chapter 8. Robot Control with Distance Detection
    11
    • 10.0
      Chapter 8. Robot Control with Distance Detection
    • 10.1
      Activity 1: Testing the Frequency Sweep
    • 10.2
      Displaying Both Distances
    • 10.3
      Activity 2: BOE Shield-Bot Shadow Vehicle
    • 10.4
      A Look Inside Proportional Control
    • 10.5
      Example Sketch: FollowingShieldBot
    • 10.6
      Follow the Leader
    • 10.7
      Activity 3: What’s Next?
    • 10.8
      Chapter 8 Summary
    • 10.9
      Chapter 8 Challenges
    • 10.10
      Chapter 8 Solutions

Activity 3: Store and Retrieve Values

Variables are names you can create for storing, retrieving, and using values in the Arduino microcontroller’s memory.  Here are three example variable declarations from the next sketch:

  int a = 42;
  char c = 'm';
  float root2 = sqrt(2.0);

The declaration int a = 42 creates a variable named a.  The int part tells the Arduino software what type of variable it’s dealing with.  The int type can store integer values ranging from -32,768 to 32,767.  The declaration also assigns a an initial value of 42.  (The initial value is optional, you could instead just declare int a, and then later assign the value 42 to a with a = 42.)

Next, char c = ’m’ declares a variable named c of the type char (which is for storing characters) and then assigns it the value ’m’.

Then, float root2 = sqrt(2.0) declares a variable named root2. The variable type is float, which can hold decimal values. Here, root2 is initialized to the floating-point representation of the square root of two: sqrt(2.0).

Now that your code has stored values to memory, how can it retrieve and use them?  One way is to simply pass each variable to a function’s parameter.  Here are three examples, where the Serial.println(val) function displays the value of the variable inside the parentheses.

One nice thing about variable types is that Serial.println recognizes each type and displays it correctly in the serial monitor.  (Also, the C++ compiler in the Arduino software requires all declared variables to have a type, so you can’t leave it out.)

Example Sketch – StoreRetrieveLocal

  • Use File → New to create a new sketch, and save it as StoreRetrieveLocal.
  • Enter or copy the code below into the Arduino editor.
  • Save the file, then upload it to the Arduino.
  • Open the Serial Monitor and verify that the values display correctly.
// Robotics with the BOE Shield - StoreRetrieveLocal

void setup()
{
  Serial.begin(9600);

  int a = 42;
  char c = 'm';
  float root2 = sqrt(2.0);

  Serial.println(a);
  Serial.println(c);
  Serial.println(root2);
}

void loop()
{
  // Empty, no repeating code.
}

ASCII stands for American Standard Code for Information Exchange.
It’s a common code system for representing computer keys and characters in displays.  For example, both the Arduino and the Serial Monitor use the ASCII code 109 for the letter m.  The declaration char c = ’m’ makes the Arduino store the number 109 in the c variable.  Serial.println(c) makes the Arduino send the number 109 to the Serial Monitor.  When the Serial Monitor receives that 109, it automatically displays the letter m. View ASCII codes 0–127.

See that ’m’ really is 109

There are two ways to prove that the ASCII code for ’m’ really is 109.  First, instead of declaring char c = ’m’, you could use byte c = ’m’.  Then, the println function will print the byte variable’s decimal value instead of the character it represents.  Or, you could leave the char c declaration alone and instead use Serial.println(c, DEC) to display the decimal value c stores.

  • Try both approaches.

So, do you think the letters l, m, n, o, and p would be represented by the ASCII codes 108, 109, 110, 110, 111, and 112?

  • Modify your sketch to find out the decimal ASCII codes for l, m, n, o, p.
  • If you can, go to the ASCII Codes 0-127 page and experiment with other ASCII characters.

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