Hello. I’d like to present my first Arduboy/Arduino project. It’s a productivity timer for the Pomodoro Technique.
This project helped familiarize me with the Arduboy library and build process. I am new to programming embedded systems. Constructive criticism is welcome on the code
Image of my hand-drawn tomato
Total time worked since boot (resets with device)
5 LED patterns, and 5 audio tones, to play when the timer lapses
Configurable pomodoro and break duration
Ticking clock sound
Care has been taken to limit CPU time. The display redraws only when dirtied, and it turns off after a user-configured period of idleness (no key presses). The frame rate is also limited to 15. I used Ardens to profile the CPU, which idles around 4.5% - 6.5%. I would be curious to know if this can be lowered further (I suspect implementing dynamic frame rate, slowing to a crawl when appropriate, may help).
(A) starts/stops the clock on the timer (tomato) screen.
(B) silences any notification LED/sounds immediately.
Left/Right navigates between the application pages: timer, stats, config, about, help.
Up/Down to scroll between options, and to confirm certain actions (cancel timer, skip break).
The app does not store anything in EEPROM. I do not consider program config worth the writes, for something the user can reconfigure in under 60 seconds. Similarly, total time worked can be noted down by the user on their physical task list, if they are so inclined.
Thanks @Pharap. I have read over the Arduino memory guide, and I also played around with FlashStringHelper to see how it works. I will certainly make use of it!
My compiler reports that the pomodoro timer only uses 80% of dynamic memory, which leaves plenty free for future changes, I have no immediate need to implement FlashStringHelper for this app, however I will have to use it for a future project I have in mind, which will be extremely text-heavy, I get the feeling I will get the most use out of your helper then. Of course I will write a couple proof of concepts before I dive into that project. Thank you @Pharap, this has been most helpful.
Actually, 80% does not leave as much as you think. This percentage is for all of the statically allocated stuff in your program but that isn’t everything. The Arduino uses dynamic memory for necessary evils, such as a call stack. Depending on how ‘complex’ your code is, this requirement can be quite significant.
You will notice the warning for high memory usage kicks in at 80% when you are compiling. This is often a little low but you would not want to go to far above this.
If you are looking at a lot of text, you may want to consider using the FX chip to store it (assuming you have an Arduboy FX or FX-enabled clone).
As @filmote says, that’s not as much as you might think.
That’s actually 80% of 2560 bytes, so you’ve probably only got just under 512 bytes free, some of which is needed for the call stack.
The Arduboy (which uses an ATmega32u4 processor) has:
32768 bytes of flash memory
Of which 4096 is occupied by the bootloader, leaving 28672 for user code, which includes whatever library functions you use and the implicit Arduino stuff like the boilerplate that makes setup and loop work.
2560 bytes of RAM (‘dynamic memory’)
Of which some must always be reserved for the call stack, otherwise you can’t call functions. The call stack is needed to store return addresses, register values, and sometimes local variables.
1024 bytes of EEPROM
Which must be shared by all games.
The first 16 bytes are reserved by Arduboy2 for user settings like the mute bit.
(The section about ‘hybrid’ models is also pretty confusing considering they don’t go into what set of characteristics they are classifying as ‘hybrid’, and don’t actually use ‘hybrid’ in their table of boards at all.)
Hi everyone, I’m having problems with the code. When I copy and paste the code into Arduino IDE I get the error 'class Arduboy2' has no member named 'getCharacterSpacing'. Can anyone help?
I’ve already installed the libraries if that helps.
In some languages (e.g. C#, I think maybe Java) that’s true (though in such languages it would probably be Class.function), but C++ has an extra rule that says static member functions can be accessed the same way as non-static member functions.
So theoretically any time you write Arduboy2::something() you can instead get away with arduboy.something(). However, using the Arduboy2:: approach means you don’t have to worry about your code having access to an arduboy object in the first place, which can be quite useful in certain contexts.
You probably grabbed the wrong version by mistake.
Version 6.0.0 has been the current version since the tail end of 2020.