Five outputs and a sequence
A pelican crossing on four pins, with a request button and an inverter chip that answers it faster than the sketch can. Where software ends and hardware starts.
Open it in the simulatorOne board, twenty pins and a C++ sketch. From a lamp you switch to a game you can play.
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16 lessons in 9 chapters, about 12 hours on a simulated Arduino Uno R3. Free, in your browser, every step checked by the simulator.
A pelican crossing on four pins, with a request button and an inverter chip that answers it faster than the sketch can. Where software ends and hardware starts.
Open it in the simulatorThe difference between a level and an edge, a variable that remembers, and the debounce window that makes a mechanical switch usable.
Open it in the simulatorThe payoff for non-blocking code: a board that keeps a rhythm and still answers a button in microseconds. Feel the difference by breaking it.
Open it in the simulatorA lamp that fades up when the sensor says dark, and an indicator that does not. What a threshold is, why a ramp looks better than a jump, and where hysteresis comes in.
Open it in the simulatorThe monitor is an input too. Read characters without blocking, act on them, and answer everything, including the things you do not understand.
Open it in the simulatorA click on a piezo, a lamp on the beat, and two buttons that change the tempo without missing one. Making a note out of a pin.
Open it in the simulatorEach lesson opens when the one before it is done, and each chapter ends in a project.
Make a pin do something, then make several pins do something in order.
An Arduino Uno, one pin and a program. Drive an output from code, watch the timing be real, and find out what delay() costs you.
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A second lamp on a second pin. What pinMode actually does, why a pin is not an output until you say so, and what happens to the timing when you change one number.
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A pelican crossing on four pins, with a request button and an inverter chip that answers it faster than the sketch can. Where software ends and hardware starts.
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Pull-ups, why pressed reads low, and the difference between a level and an edge.
A button with no resistor of its own, an input that must never float, and why pressed reads low. The single most common wiring in embedded work.
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The difference between a level and an edge, a variable that remembers, and the debounce window that makes a mechanical switch usable.
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Ask the time instead of waiting for it, and the board stops being deaf.
The pattern that unlocks everything else: keep when each thing last happened, and ask the time instead of waiting for it.
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The payoff for non-blocking code: a board that keeps a rhythm and still answers a button in microseconds. Feel the difference by breaking it.
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The ADC, a divider, and deciding something from a number that drifts.
The ADC turns a voltage into a number from 0 to 1023. Build a divider, read two taps of it, and work out what a count is worth.
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A lamp that fades up when the sensor says dark, and an indicator that does not. What a threshold is, why a ramp looks better than a jump, and where hysteresis comes in.
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One pin, any brightness, and the six pins on this board that can do it.
Eight duty cycles on pin 9 next to a pin that can only be on or off. What PWM is, which pins have it, and what it is not good for.
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The board talks, and then it listens.
Printing is how you find out what a board thinks. What Serial.begin does, what a baud rate really costs, and how to print a number without lying about it.
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The monitor is an input too. Read characters without blocking, act on them, and answer everything, including the things you do not understand.
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A handler that runs the moment a pin changes, and the rules that come with it.
A pull-up, a pin that reads low when the button is pressed, and a count printed to the serial monitor. Finish by catching the contacts bouncing.
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Seven LEDs in the shape of an eight, and how to run out of pins.
A seven segment display is seven LEDs in a pattern. Drive it from a table, roll a die on it, and find out why one resistor in the common return is a compromise.
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Put all of it together twice, in something you would show somebody.
A lamp at a random moment, a button, and the milliseconds in between. Randomness, measuring time, and catching a cheat.
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A click on a piezo, a lamp on the beat, and two buttons that change the tempo without missing one. Making a note out of a pin.
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All 16 lessons, in order, each with what it covers. Any of them opens in the editor right away.
Embedded on the Arduino Uno is part of the embedded track, a ladder of courses from zero to expert.
Read people and sensors without blocking, control an output, then finish with two playable builds.
Open the next courseArduino, ESP32, Raspberry Pi Pico and STM32: pins, timing, buses, motors, WiFi, registers and debugging, every lesson checked on a simulated board.
See every course on the trackEvery lesson runs in the simulator with nothing to buy. When you want the real thing, these kits have the parts.
Pick the starter kit you own and run every lesson in its manual with the same parts on the same pins.
See every kitYes. All 16 lessons of Embedded on the Arduino Uno are free and run in your browser, with nothing to install and no parts to buy before you start.
No. Every lesson runs on a simulated Arduino Uno R3 with its parts on the canvas, and the simulator checks each step as you go. When you want to build it for real, the same wiring and code work on a real board.
About 12 hours: 16 lessons in 9 chapters, each one a few short steps. Your progress is kept, so you can stop after any lesson and pick up where you left off.
Each chapter ends in a project that puts it together: Five outputs and a sequence, Press once for on, once for off, Blinking and listening at the same time, Deciding from a reading, Taking commands and Project: a metronome.
With "Blink: the first program", and each lesson builds on the one before it. New to circuits? Electronics basics is the course that starts from zero.