Difference between revisions of "Component: Hall Effect Digital (Magnetic)"
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==Component Source Code== | ==Component Source Code== | ||
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+ | Please click here to download the component source project: [https://www.flowcode.co.uk/wikicopy/componentsource/FC_Comp_Source_HallEffect_Digital.fcfx FC_Comp_Source_HallEffect_Digital.fcfx] | ||
Please click here to view the component source code (Beta): [https://www.flowcode.co.uk/FlowchartView/?wfile=componentsource/FC_Comp_Source_HallEffect_Digital.fcfx FC_Comp_Source_HallEffect_Digital.fcfx] | Please click here to view the component source code (Beta): [https://www.flowcode.co.uk/FlowchartView/?wfile=componentsource/FC_Comp_Source_HallEffect_Digital.fcfx FC_Comp_Source_HallEffect_Digital.fcfx] | ||
==Detailed description== | ==Detailed description== | ||
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==Examples== | ==Examples== | ||
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==Macro reference== | ==Macro reference== | ||
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+ | {| class="wikitable" style="width:60%; background-color:#FFFFFF;" | ||
+ | |- | ||
+ | | width="10%" align="center" style="background-color:#D8C9D8;" align="center" | [[File:Fc9-comp-macro.png]] | ||
+ | | width="90%" style="background-color:#D8C9D8; color:#4B008D;" | '''ReadState''' | ||
+ | |- | ||
+ | | colspan="2" | Get the current collision state. The 'Polarity' property will affect whether a collision is represented by a high or low state. | ||
+ | |- | ||
+ | |- | ||
+ | | width="10%" align="center" style="border-top: 2px solid #000;" | [[File:Fc9-u8-icon.png]] - BYTE | ||
+ | | width="90%" style="border-top: 2px solid #000;" | ''Return'' | ||
+ | |} | ||
+ | |||
+ | |||
+ | {| class="wikitable" style="width:60%; background-color:#FFFFFF;" | ||
+ | |- | ||
+ | | width="10%" align="center" style="background-color:#D8C9D8;" align="center" | [[File:Fc9-comp-macro.png]] | ||
+ | | width="90%" style="background-color:#D8C9D8; color:#4B008D;" | '''SetTarget''' | ||
+ | |- | ||
+ | | colspan="2" | Set the object that you want to test for collision with. If this is not called, or is called with handle = 0, collisions will be tested against every panel object that has 'Solid' status. NB) Specifying an object will save CPU power!! | ||
+ | |- | ||
+ | |- | ||
+ | | width="10%" align="center" | [[File:Fc9-h32-icon.png]] - HANDLE | ||
+ | | width="90%" | Target | ||
+ | |- | ||
+ | | colspan="2" | The object to test for collision with. | ||
+ | |- | ||
+ | | width="10%" align="center" style="border-top: 2px solid #000;" | [[File:Fc9-void-icon.png]] - VOID | ||
+ | | width="90%" style="border-top: 2px solid #000;" | ''Return'' | ||
+ | |} | ||
+ | |||
+ | |||
+ | {| class="wikitable" style="width:60%; background-color:#FFFFFF;" | ||
+ | |- | ||
+ | | width="10%" align="center" style="background-color:#D8C9D8;" align="center" | [[File:Fc9-comp-macro.png]] | ||
+ | | width="90%" style="background-color:#D8C9D8; color:#4B008D;" | '''WaitUntilHigh''' | ||
+ | |- | ||
+ | | colspan="2" | Pause the program until the detector goes high. 'Polarity' will affect whether high value represents a collision or separation. NB) In simulation, only use this macro if testing for collision with animated or timer driven objects!! | ||
+ | |- | ||
+ | |- | ||
+ | | width="10%" align="center" style="border-top: 2px solid #000;" | [[File:Fc9-void-icon.png]] - VOID | ||
+ | | width="90%" style="border-top: 2px solid #000;" | ''Return'' | ||
+ | |} | ||
+ | |||
+ | |||
+ | {| class="wikitable" style="width:60%; background-color:#FFFFFF;" | ||
+ | |- | ||
+ | | width="10%" align="center" style="background-color:#D8C9D8;" align="center" | [[File:Fc9-comp-macro.png]] | ||
+ | | width="90%" style="background-color:#D8C9D8; color:#4B008D;" | '''WaitUntilLow''' | ||
+ | |- | ||
+ | | colspan="2" | Pause the program until the detector goes low. 'Polarity' will affect whether low value represents a collision or separation. NB) In simulation, only use this macro if testing for collision with animated or timer driven objects!! | ||
+ | |- | ||
+ | |- | ||
+ | | width="10%" align="center" style="border-top: 2px solid #000;" | [[File:Fc9-void-icon.png]] - VOID | ||
+ | | width="90%" style="border-top: 2px solid #000;" | ''Return'' | ||
+ | |} | ||
+ | |||
+ | |||
+ | |||
+ | |||
+ | ==Property reference== | ||
+ | |||
+ | {| class="wikitable" style="width:60%; background-color:#FFFFFF;" | ||
+ | |- | ||
+ | | width="10%" align="center" style="background-color:#D8C9D8;" | [[File:Fc9-prop-icon.png]] | ||
+ | | width="90%" style="background-color:#D8C9D8; color:#4B008D;" | '''Properties''' | ||
+ | |- | ||
+ | |- | ||
+ | | width="10%" align="center" style="background-color:#EAE1EA;" | [[File:Fc9-conn-icon.png]] | ||
+ | | width="90%" style="background-color:#EAE1EA; color:#4B008D;" | Connections | ||
+ | |- | ||
+ | |- | ||
+ | | width="10%" align="center" | [[File:Fc9-type-5-icon.png]] | ||
+ | | width="90%" | Pin | ||
+ | |- | ||
+ | | colspan="2" | The chip pin that will receive the switch status. | ||
+ | |- | ||
+ | | width="10%" align="center" | [[File:Fc9-type-16-icon.png]] | ||
+ | | width="90%" | Polarity | ||
+ | |- | ||
+ | | colspan="2" | Select the pin state that will indicate that an object has been detected. | ||
+ | |- | ||
+ | | width="10%" align="center" style="background-color:#EAE1EA;" | [[File:Fc9-conn-icon.png]] | ||
+ | | width="90%" style="background-color:#EAE1EA; color:#4B008D;" | Simulation | ||
+ | |- | ||
+ | |- | ||
+ | | width="10%" align="center" | [[File:Fc9-type-17-icon.png]] | ||
+ | | width="90%" | Magnet Object | ||
+ | |- | ||
+ | | colspan="2" | Select an object from the panel to act as the magnet that triggers the reed switch. | ||
+ | |- | ||
+ | | width="10%" align="center" | [[File:Fc9-type-15-icon.png]] | ||
+ | | width="90%" | Range | ||
+ | |- | ||
+ | | colspan="2" | Distance within which the switch is activated. NB) This is measured between the centre of the proximity switch and the centre of the target object. | ||
+ | |- | ||
+ | | width="10%" align="center" | [[File:Fc9-type-21-icon.png]] | ||
+ | | width="90%" | Timer Interval (ms) | ||
+ | |- | ||
+ | | colspan="2" | Time in milliseconds between testing for proximity. Small time = Greater CPU load Large time = More like to miss activation if it is very brief. | ||
+ | |}==Macro reference== | ||
{| class="wikitable" style="width:60%; background-color:#FFFFFF;" | {| class="wikitable" style="width:60%; background-color:#FFFFFF;" |
Revision as of 15:22, 20 January 2023
Author | Matrix Ltd |
Version | 1.1 |
Category | Magnetic |
Contents
Hall Effect Digital component
Simple digital hall effect on off switch triggered by the proximity of another object.
Component Source Code
Please click here to download the component source project: FC_Comp_Source_HallEffect_Digital.fcfx
Please click here to view the component source code (Beta): FC_Comp_Source_HallEffect_Digital.fcfx
Detailed description
No detailed description exists yet for this component
Examples
Sample program using the EBM011 - Hall Effect sensor
Reads the sensor and displays output on LED D7.
EBM011 Example
Macro reference
![]() |
ReadState |
Get the current collision state. The 'Polarity' property will affect whether a collision is represented by a high or low state. | |
![]() |
Return |
Property reference
==Macro reference==
![]() |
ReadState |
Get the current collision state. The 'Polarity' property will affect whether a collision is represented by a high or low state. | |
![]() |
Return |
Property reference
==Macro reference==
![]() |
ReadState |
Get the current collision state. The 'Polarity' property will affect whether a collision is represented by a high or low state. | |
![]() |
Return |