| Author | Matrix Ltd | 
| Version | 1.1 | 
| Category | Magnetic | 
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
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. | 
|  - BYTE | Return | 
|   | SetTarget | 
| 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!! | 
|  - HANDLE | Target | 
| The object to test for collision with. | 
|  - VOID | Return | 
|   | WaitUntilHigh | 
| 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!! | 
|  - VOID | Return | 
|   | WaitUntilLow | 
| 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!! | 
|  - VOID | Return | 
Property reference
|   | Properties | 
|   | Connections | 
|   | Pin | 
| The chip pin that will receive the switch status. | 
|   | Polarity | 
| Select the pin state that will indicate that an object has been detected. | 
|   | Simulation | 
|   | Magnet Object | 
| Select an object from the panel to act as the magnet that triggers the reed switch. | 
|   | Range | 
| 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. | 
|   | Timer Interval (ms) | 
| 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==
|   | ReadState | 
| Get the current collision state. The 'Polarity' property will affect whether a collision is represented by a high or low state. | 
|  - BYTE | Return | 
|   | SetTarget | 
| 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!! | 
|  - HANDLE | Target | 
| The object to test for collision with. | 
|  - VOID | Return | 
|   | WaitUntilHigh | 
| 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!! | 
|  - VOID | Return | 
|   | WaitUntilLow | 
| 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!! | 
|  - VOID | Return | 
Property reference
|   | Properties | 
|   | Connections | 
|   | Pin | 
| The chip pin that will receive the switch status. | 
|   | Polarity | 
| Select the pin state that will indicate that an object has been detected. | 
|   | Simulation | 
|   | Magnet Object | 
| Select an object from the panel to act as the magnet that triggers the reed switch. | 
|   | Range | 
| 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. | 
|   | Timer Interval (ms) | 
| 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==
|   | ReadState | 
| Get the current collision state. The 'Polarity' property will affect whether a collision is represented by a high or low state. | 
|  - BYTE | Return | 
|   | SetTarget | 
| 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!! | 
|  - HANDLE | Target | 
| The object to test for collision with. | 
|  - VOID | Return | 
|   | WaitUntilHigh | 
| 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!! | 
|  - VOID | Return | 
|   | WaitUntilLow | 
| 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!! | 
|  - VOID | Return | 
Property reference
|   | Properties | 
|   | Connections | 
|   | Pin | 
| The chip pin that will receive the switch status. | 
|   | Polarity | 
| Select the pin state that will indicate that an object has been detected. | 
|   | Simulation | 
|   | Magnet Object | 
| Select an object from the panel to act as the magnet that triggers the reed switch. | 
|   | Range | 
| 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. | 
|   | Timer Interval (ms) | 
| Time in milliseconds between testing for proximity. Small time = Greater CPU load Large time = More like to miss activation if it is very brief. |