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52 Commits

Author SHA1 Message Date
e9aa343d67 0.3.4 2016-07-28 11:51:44 +01:00
d83039430c Bump pxt-core to 0.3.7 2016-07-28 11:51:43 +01:00
5b2e877aef Merge branch 'master' of github.com:Microsoft/pxt-microbit 2016-07-28 11:49:04 +01:00
c5b28f5b8e Document testing 2016-07-28 11:47:45 +01:00
e765021bf9 Compile lang-tests to binary 2016-07-28 11:38:35 +01:00
dbcd9e535c Get generic part of lang-test from pxt-core package 2016-07-28 11:35:17 +01:00
cff88d67ad Update README.md 2016-07-27 13:48:57 -07:00
3f241e8bc9 Merge pull request #180 from Microsoft/snippetfixes
Fixes to documentation snippets
2016-07-27 13:30:39 -07:00
69c3d2d249 Update README.md 2016-07-27 13:28:57 -07:00
bc04d30595 some updates to setup instructions 2016-07-27 13:15:30 -07:00
63a26835b1 Format code 2016-07-27 19:32:58 +01:00
79113115e0 docs update 2016-07-27 10:57:18 -07:00
573ed7f6f2 updated localization strings in bundled packages 2016-07-27 08:42:58 -07:00
61da1032d6 0.3.3 2016-07-27 07:26:24 -07:00
36d455c693 Bump pxt-core to 0.3.5 2016-07-27 07:26:20 -07:00
42c766b6d7 updated shim definition 2016-07-26 16:17:54 -07:00
6f00384891 Merge branch 'master' of https://github.com/Microsoft/pxt-microbit 2016-07-26 13:52:01 -07:00
8440f7c763 adding "pin is pressed" block 2016-07-26 13:51:41 -07:00
8a8e864f99 fix reference section 2016-07-26 14:18:44 -04:00
7a3402b782 add FAQ for language 2016-07-26 14:10:41 -04:00
5e9a5b29f4 fix formatting problem 2016-07-26 14:10:41 -04:00
aff9d1ee60 clean up docs 2016-07-26 09:03:42 -07:00
8add7e8efb updated radio strings / docs page 2016-07-26 08:47:45 -07:00
e7dfd0531b 0.3.2 2016-07-26 13:12:48 +01:00
d2b1f70ce2 Bump pxt-core to 0.3.2 2016-07-26 13:12:48 +01:00
fbf7513c44 0.3.1 2016-07-26 13:03:23 +01:00
e9bdc26d15 Bump to 0.3 2016-07-26 13:03:15 +01:00
52fafe9359 0.2.188 2016-07-26 12:59:11 +01:00
971dca6c96 0.2.187 2016-07-26 12:58:47 +01:00
a761c27b19 Bump pxt-core to 0.3.1 2016-07-26 12:58:47 +01:00
a062a85c7f Merge branch 'master' of github.com:Microsoft/pxt-microbit 2016-07-26 12:46:24 +01:00
a9865a731a Moved to separate repos 2016-07-26 12:41:30 +01:00
ba4095ac9c fix problem with semis 2016-07-26 00:45:39 -04:00
8606a00701 remove link to pxt 2016-07-26 00:37:14 -04:00
bf57ba2902 link to PXT 2016-07-25 20:05:27 -04:00
4cd61cd96a delete lang.md 2016-07-25 17:01:37 -04:00
c4139a862f some doc fixes 2016-07-25 17:00:51 -04:00
ca3cd1de22 Merge branch 'master' of https://github.com/Microsoft/pxt-microbit
# Conflicts:
#	package.json
2016-07-25 16:53:33 -04:00
d7f22bc8e6 fix broken link 2016-07-25 11:33:14 -07:00
28b28d0b52 Change array declaration for first snippet in headbands 2016-07-25 11:11:51 +01:00
0ee2b285c0 Deleted list of bad snippets 2016-07-25 11:10:01 +01:00
d5cb085264 Rename function call in number documentation 2016-07-25 11:01:10 +01:00
c055a5d329 Syntax fixes to LED plotting docs 2016-07-25 11:00:34 +01:00
8fe8b78f4c Syntax fixes for hero lesson 2016-07-25 10:39:02 +01:00
f627f125c0 Syntax fixes for headbands lesson 2016-07-25 10:35:15 +01:00
7d3254477a Fix case of math in documentation snippet 2016-07-25 10:22:15 +01:00
3149ed4c1d Line numbers 2016-07-25 10:15:35 +01:00
baeafcdebe List of all snippets with errors 2016-07-25 09:39:34 +01:00
12754acc54 Merge branch 'master' of https://github.com/Microsoft/pxt-microbit 2016-07-22 15:14:50 -07:00
57dc26a127 Merge branch 'master' of https://github.com/Microsoft/pxt-microbit 2016-07-22 07:15:57 -07:00
05098252ed slightly more impressive about example 2016-07-21 15:32:59 -07:00
1f32a4851e Bump pxt-core to 0.2.195 2016-07-20 15:37:26 -07:00
52 changed files with 1128 additions and 1584 deletions

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@ -4,6 +4,9 @@ node_js:
script:
- "node node_modules/pxt-core/built/pxt.js travis"
- "(cd libs/lang-test0; node ../../node_modules/pxt-core/built/pxt.js run)"
- "(cd libs/lang-test1; node ../../node_modules/pxt-core/built/pxt.js run)"
- "(cd libs/lang-test0; node ../../node_modules/pxt-core/built/pxt.js test)"
- "(cd libs/lang-test1; node ../../node_modules/pxt-core/built/pxt.js test)"
- "node node_modules/pxt-core/built/pxt.js testdir tests"
- "node node_modules/pxt-core/built/pxt.js uploaddoc"
- "(cd libs/hello; node ../../node_modules/pxt-core/built/pxt.js testconv https://az851932.vo.msecnd.net/files/td-converter-tests-v0.json)"

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@ -9,12 +9,19 @@ PXT ([Microsoft Programming Experience Toolkit](https://github.com/Microsoft/pxt
## Local server
The local server allows to run the editor and the documentation from your computer.
### Setup
The following commands are a 1-time setup after synching the repo on your machine.
* clone this repo to your computer
* install the PXT command line
* if not yet installed, install [Node.js 4.4.5 or higher](https://nodejs.org/en/download/)
* [clone this repo](https://help.github.com/articles/cloning-a-repository/) to your computer and go in the project folder
```
git clone https://github.com/microsoft/pxt-microbit
cd pxt-microbit
```
* install the PXT command line (add ``sudo`` for Mac/Linux shells).
```
npm install -g pxt
```
@ -37,7 +44,9 @@ If you need modify the `.cpp` files, turn on yotta compilation with the ``-yt``
pxt serve -yt
```
To make sure you're running the latest tools, run (add ``sudo`` for Mac/Linux shells)
## Updates
To update your PXT version and make sure you're running the latest tools, run (add ``sudo`` for Mac/Linux shells)
```
pxt update
```
@ -54,6 +63,23 @@ that wraps ``codethemicrobit.com`` and provides additional features.
* Install Visual Studio 2015 Update 2 or higher. Make sure the Windows 10 templates are installed.
* open the ``win10/app.sln`` solution and launch the ``codethemicrobit`` project.
## Testing
The build automatically runs the following:
* make sure the built-in packages compile
* `pxt run` in `libs/lang-test*` - this will run the test in command line runner;
there is a number of asserts in both of these
* `pxt testdir` in `tests` - this makes sure all the files compile and generates .hex files
* run the TD->TS converter on a number of test scripts from `microbit.co.uk` and make sure the results compile
To test something on the device:
* do a `pxt deploy` in `libs/lang-test*` - they should show `1` or `2` on the screen (and not unhappy face)
* run `pxt testdir` in `tests` and deploy some of the hex files from `tests/built`
The `lang-test0` source comes from the `pxt-core` package. It's also tested with `pxt run` there.
## Code of Conduct
This project has adopted the [Microsoft Open Source Code of Conduct](https://opensource.microsoft.com/codeofconduct/). For more information see the [Code of Conduct FAQ](https://opensource.microsoft.com/codeofconduct/faq/) or contact [opencode@microsoft.com](mailto:opencode@microsoft.com) with any additional questions or comments.

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@ -38,7 +38,9 @@ Learn about the [hardware components](/device) of the micro:bit to make the most
You can program the micro:bit using [Blocks](/blocks) or [JavaScript](/javascript), via the [micro:bit APIs](/reference):
```blocks
basic.showString("Hi!");
input.onButtonPressed(Button.A, () => {
basic.showString("Hi!");
})
```
## Compile and Flash: Your Program!

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@ -86,7 +86,7 @@ if (led.point(1,1) && led.point(2,2)) {
When you compare two Numbers, you get a Boolean value, such as the comparison `x < 5` in the code below:
```blocks
let x = math.random(5)
let x = Math.random(5)
if(x < 5) {
basic.showString("low");
} else {

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@ -1,15 +1,36 @@
# JavaScript
# JavaScript and TypeScript
If you already know some JavaScript, you might be interested in [the JavaScript and TypeScript languages](/js/lang).
Otherwise, visit the cards below to starting programming JavaScript with the micro:bit:
Visit the cards below to starting programming JavaScript and TypeScript with the micro:bit:
```codecard
[{
"name": "Calling Functions",
"url":"/js/call"
"name": "Calling",
"url": "/js/call"
},{
"name": "Sequencing Commands",
"url":"/js/sequence"
"name": "Sequencing",
"url": "/js/sequence"
},{
"name": "Variables",
"url": "/js/variables"
},{
"name": "Operators",
"url": "/js/operators"
},{
"name": "Statements",
"url": "/js/statements"
},{
"name": "Functions",
"url": "/js/functions"
},{
"name": "Types",
"url": "/js/types"
},{
"name": "Classes",
"url": "/js/classes"
},{
"name": "FAQ",
"url": "/js/faq"
}
]
```
```

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@ -3,8 +3,8 @@
The simplest way to get started in JavaScript with your micro:bit is to
call one of the micro:bit's built-in JavaScript functions. Just like Blocks
are organized into categories/drawers, the micro:bit functions are organized by
namespaces, with names corresponding to the drawer names.
The `basic` namespace contains a number of very helpful functions:
namespaces, with names corresponding to the drawer names. The `basic` namespace
contains a number of helpful functions, such as:
```typescript
basic.showString("Hello!")

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@ -0,0 +1,268 @@
# Classes
Traditional JavaScript focuses on functions and prototype-based inheritance as the basic means of building up reusable components,
but this may feel a bit awkward to programmers more comfortable with an object-oriented approach, where classes inherit functionality
and objects are built from these classes.
Starting with ECMAScript 2015, also known as ECMAScript 6, JavaScript programmers will be able to build their applications using
this object-oriented class-based approach. TypeScript, allows you to use these techniques now, compiling them
down to JavaScript that works across all major browsers and platforms, without having to wait for the next version of JavaScript.
Let's take a look at a simple class-based example:
```ts
class Greeter {
greeting: string;
constructor(message: string) {
this.greeting = message;
}
greet() {
return "Hello, " + this.greeting;
}
}
let greeter = new Greeter("world");
```
We declare a new class `Greeter`. This class has three members: a property called `greeting`, a constructor, and a method `greet`.
You'll notice that in the class when we refer to one of the members of the class we prepend `this.`.
This denotes that it's a member access.
In the last line we construct an instance of the `Greeter` class using `new`.
This calls into the constructor we defined earlier, creating a new object with the `Greeter` shape, and running the constructor to initialize it.
# Inheritance
### ~hint
### Inheritance is not supported yet for the micro:bit. Coming soon...
### ~
In TypeScript, we can use common object-oriented patterns.
Of course, one of the most fundamental patterns in class-based programming is being able to extend existing classes to create new ones using inheritance.
Let's take a look at an example:
```ts
class Animal {
name: string;
constructor(theName: string) { this.name = theName; }
move(distanceInMeters: number = 0) {
console.log(`${this.name} moved ${distanceInMeters}m.`);
}
}
class Snake extends Animal {
constructor(name: string) { super(name); }
move(distanceInMeters = 5) {
console.log("Slithering...");
super.move(distanceInMeters);
}
}
class Horse extends Animal {
constructor(name: string) { super(name); }
move(distanceInMeters = 45) {
console.log("Galloping...");
super.move(distanceInMeters);
}
}
let sam = new Snake("Sammy the Python");
let tom: Animal = new Horse("Tommy the Palomino");
sam.move();
tom.move(34);
```
This example covers quite a few of the inheritance features in TypeScript that are common to other languages.
Here we see the `extends` keywords used to create a subclass.
You can see this where `Horse` and `Snake` subclass the base class `Animal` and gain access to its features.
Derived classes that contain constructor functions must call `super()` which will execute the constructor function on the base class.
The example also shows how to override methods in the base class with methods that are specialized for the subclass.
Here both `Snake` and `Horse` create a `move` method that overrides the `move` from `Animal`, giving it functionality specific to each class.
Note that even though `tom` is declared as an `Animal`, since its value is a `Horse`, when `tom.move(34)` calls the overriding method in `Horse`:
```Text
Slithering...
Sammy the Python moved 5m.
Galloping...
Tommy the Palomino moved 34m.
```
# Public, private, and protected modifiers
## Public by default
In our examples, we've been able to freely access the members that we declared throughout our programs.
If you're familiar with classes in other languages, you may have noticed in the above examples
we haven't had to use the word `public` to accomplish this; for instance,
C# requires that each member be explicitly labeled `public` to be visible.
In TypeScript, each member is `public` by default.
You may still mark a member `public` explicitly.
We could have written the `Animal` class from the previous section in the following way:
```ts
class Animal {
public name: string;
public constructor(theName: string) { this.name = theName; }
public move(distanceInMeters: number) {
console.log(`${this.name} moved ${distanceInMeters}m.`);
}
}
```
## Understanding `private`
When a member is marked `private`, it cannot be accessed from outside of its containing class. For example:
```ts
class Animal {
private name: string;
constructor(theName: string) { this.name = theName; }
}
new Animal("Cat").name; // Error: 'name' is private;
```
TypeScript is a structural type system.
When we compare two different types, regardless of where they came from, if the types of all members are compatible, then we say the types themselves are compatible.
However, when comparing types that have `private` and `protected` members, we treat these types differently.
For two types to be considered compatible, if one of them has a `private` member,
then the other must have a `private` member that originated in the same declaration.
The same applies to `protected` members.
Let's look at an example to better see how this plays out in practice:
```ts
class Animal {
private name: string;
constructor(theName: string) { this.name = theName; }
}
class Rhino extends Animal {
constructor() { super("Rhino"); }
}
class Employee {
private name: string;
constructor(theName: string) { this.name = theName; }
}
let animal = new Animal("Goat");
let rhino = new Rhino();
let employee = new Employee("Bob");
animal = rhino;
animal = employee; // Error: 'Animal' and 'Employee' are not compatible
```
In this example, we have an `Animal` and a `Rhino`, with `Rhino` being a subclass of `Animal`.
We also have a new class `Employee` that looks identical to `Animal` in terms of shape.
We create some instances of these classes and then try to assign them to each other to see what will happen.
Because `Animal` and `Rhino` share the `private` side of their shape from the same declaration of
`private name: string` in `Animal`, they are compatible. However, this is not the case for `Employee`.
When we try to assign from an `Employee` to `Animal` we get an error that these types are not compatible.
Even though `Employee` also has a `private` member called `name`, it's not the one we declared in `Animal`.
## Understanding `protected`
The `protected` modifier acts much like the `private` modifier with the exception that members
declared `protected` can also be accessed by instances of deriving classes. For example,
```ts
class Person {
protected name: string;
constructor(name: string) { this.name = name; }
}
class Employee extends Person {
private department: string;
constructor(name: string, department: string) {
super(name);
this.department = department;
}
public getElevatorPitch() {
return `Hello, my name is ${this.name} and I work in ${this.department}.`;
}
}
let howard = new Employee("Howard", "Sales");
console.log(howard.getElevatorPitch());
console.log(howard.name); // error
```
Notice that while we can't use `name` from outside of `Person`,
we can still use it from within an instance method of `Employee` because `Employee` derives from `Person`.
A constructor may also be marked `protected`.
This means that the class cannot be instantiated outside of its containing class, but can be extended. For example,
```ts
class Person {
protected name: string;
protected constructor(theName: string) { this.name = theName; }
}
// Employee can extend Person
class Employee extends Person {
private department: string;
constructor(name: string, department: string) {
super(name);
this.department = department;
}
public getElevatorPitch() {
return `Hello, my name is ${this.name} and I work in ${this.department}.`;
}
}
let howard = new Employee("Howard", "Sales");
let john = new Person("John"); // Error: The 'Person' constructor is protected
```
# Readonly modifier
You can make properties readonly by using the `readonly` keyword.
Readonly properties must be initialized at their declaration or in the constructor.
```ts
class Octopus {
readonly name: string;
readonly numberOfLegs: number = 8;
constructor (theName: string) {
this.name = theName;
}
}
let dad = new Octopus("Man with the 8 strong legs");
dad.name = "Man with the 3-piece suit"; // error! name is readonly.
```
## Parameter properties
In our last example, we had to declare a readonly member `name` and a constructor parameter `theName` in the `Octopus` class, and we then immediately set `name` to `theName`.
This turns out to be a very common practice.
*Parameter properties* let you create and initialize a member in one place.
Here's a further revision of the previous `Octopus` class using a parameter property:
```ts
class Octopus {
readonly numberOfLegs: number = 8;
constructor(readonly name: string) {
}
}
```
Notice how we dropped `theName` altogether and just use the shortened `readonly name: string` parameter on the constructor to create and initialize the `name` member.
We've consolidated the declarations and assignment into one location.
Parameter properties are declared by prefixing a constructor parameter with an accessibility modifier or `readonly`, or both.
Using `private` for a parameter property declares and initializes a private member; likewise, the same is done for `public`, `protected`, and `readonly`.

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@ -0,0 +1,58 @@
# Frequently asked questions
# What is the language supported for the micro:bit?
For the micro:bit, we support a "static" subset of TypeScript (itself a superset of JavaScript):
## Supported language features
* variables with `let`, `const`, and `var`
* functions with lexical scoping and recursion
* top-level code in the file; hello world really is `console.log("Hello world")`
* `if ... else if ... else` statements
* `while` and `do ... while` loops
* `for(;;)` loops (see below about `for ... in/of`)
* `break/continue`; also with labeled loops
* `switch` statement (on numbers only)
* `debugger` statement for breakpoints
* conditional operator `? :`; lazy boolean operators
* namespaces (a form of modules)
* all arithmetic operators (including bitwise operators); note that in microcontroller targets
all arithmetic is performed on integers, also when simulating in the browser
* strings (with a few common methods)
* [string templates](https://developer.mozilla.org/en-US/docs/Web/JavaScript/Reference/Template_literals) (`` `x is ${x}` ``)
* arrow functions `() => ...`
* classes with fields, methods and constructors; `new` keyword
* array literals `[1, 2, 3]`
* enums
## Unsupported language features
We generally stay away from the more dynamic parts of JavaScript.
Things you may miss and we may implement:
* exceptions (`throw`, `try ... catch`, `try ... finally`)
* `for ... of` statements
* object literals `{ foo: 1, bar: "two" }`
* method-like properties (get/set accessors)
* class inheritance
For JS-only targets we may implement the following:
* regular expressions
* classes implementing interfaces
Things that we are not very likely to implement:
* file-based modules (`import * from ...`, `module.exports` etc); we do support namespaces
* spread operator
* `yield` expression and ``function*``
* `await` expression and `async function`
* `typeof` expression
* tagged templates ``tag `text ${expression} more text` ``; regular templates are supported
* binding with arrays or objects: `let [a, b] = ...; let { x, y } = ...`
* `with` statement
* `eval`
* `delete` statement
* `for ... in` statements
* JSX (HTML as part of JavaScript)

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# Functions
Functions are the fundamental building block of programs. Here is the simplest
way to make a function that adds two numbers:
```ts
// Named function
function add(x : number, y : number) {
return x + y;
}
basic.showNumber(add(1, 2))
```
### ~ hint
For the micro:bit, you must specify a [type](/js/types) for each function parameter.
### ~
Functions can refer to variables outside of the function body.
When they do so, they're said to `capture` these variables.
```ts
let z = 100;
function addToZ(x: number, y: number) {
return x + y + z;
}
basic.showNumber(addToZ(1, 2))
```
## Typing the function
Let's add a return type to our add function:
```ts
function add(x: number, y: number): number {
return x + y;
}
```
TypeScript can figure the return type out by looking at the return statements, so you can optionally leave this off in many cases.
# Optional and Default Parameters
In TypeScript, the number of arguments given to a function has to match the number of parameters the function expects.
```ts
function buildName(firstName: string, lastName: string) {
return firstName + " " + lastName;
}
let result1 = buildName("Bob"); // error, too few parameters
let result2 = buildName("Bob", "Adams", "Sr."); // error, too many parameters
let result3 = buildName("Bob", "Adams"); // ah, just right
```
In JavaScript, every parameter is optional, and users may leave them off as they see fit.
When they do, their value is `undefined`.
We can get this functionality in TypeScript by adding a `?` to the end of parameters we want to be optional.
For example, let's say we want the last name parameter from above to be optional:
```ts
function buildName(firstName: string, lastName?: string) {
if (lastName)
return firstName + " " + lastName;
else
return firstName;
}
let result1 = buildName("Bob"); // works correctly now
let result2 = buildName("Bob", "Adams", "Sr."); // error, too many parameters
let result3 = buildName("Bob", "Adams"); // ah, just right
```
Any optional parameters must follow required parameters.
Had we wanted to make the first name optional rather than the last name, we would need to change the order of parameters in the function, putting the first name last in the list.
In TypeScript, we can also set a value that a parameter will be assigned if the user does not provide one, or if the user passes `undefined` in its place.
These are called default-initialized parameters.
Let's take the previous example and default the last name to `"Smith"`.
```ts
function buildName(firstName: string, lastName = "Smith") {
return firstName + " " + lastName;
}
let result1 = buildName("Bob"); // works correctly now, returns "Bob Smith"
let result2 = buildName("Bob", undefined); // still works, also returns "Bob Smith"
let result3 = buildName("Bob", "Adams", "Sr."); // error, too many parameters
let result4 = buildName("Bob", "Adams"); // ah, just right
```
Default-initialized parameters that come after all required parameters are treated as optional, and just like optional parameters, can be omitted when calling their respective function.
This means optional parameters and trailing default parameters will share commonality in their types, so both
```ts
function buildName(firstName: string, lastName?: string) {
// ...
}
```
and
```ts
function buildName(firstName: string, lastName = "Smith") {
// ...
}
```
share the same type `(firstName: string, lastName?: string) => string`.
The default value of `lastName` disappears in the type, only leaving behind the fact that the parameter is optional.
Unlike plain optional parameters, default-initialized parameters don't *need* to occur after required parameters.
If a default-initialized parameter comes before a required parameter, users need to explicitly pass `undefined` to get the default initialized value.
For example, we could write our last example with only a default initializer on `firstName`:
```ts
function buildName(firstName = "Will", lastName: string) {
return firstName + " " + lastName;
}
let result1 = buildName("Bob"); // error, too few parameters
let result2 = buildName("Bob", "Adams", "Sr."); // error, too many parameters
let result3 = buildName("Bob", "Adams"); // okay and returns "Bob Adams"
let result4 = buildName(undefined, "Adams"); // okay and returns "Will Adams"
```
# Rest Parameters
Required, optional, and default parameters all have one thing in common: they talk about one parameter at a time.
Sometimes, you want to work with multiple parameters as a group, or you may not know how many parameters a function will ultimately take.
In JavaScript, you can work with the arguments directly using the `arguments` variable that is visible inside every function body.
In TypeScript, you can gather these arguments together into a variable:
```ts
function buildName(firstName: string, ...restOfName: string[]) {
return firstName + " " + restOfName.join(" ");
}
let employeeName = buildName("Joseph", "Samuel", "Lucas", "MacKinzie");
```
*Rest parameters* are treated as a boundless number of optional parameters.
When passing arguments for a rest parameter, you can use as many as you want; you can even pass none.
The compiler will build an array of the arguments passed in with the name given after the ellipsis (`...`), allowing you to use it in your function.
The ellipsis is also used in the type of the function with rest parameters:
```ts
function buildName(firstName: string, ...restOfName: string[]) {
return firstName + " " + restOfName.join(" ");
}
let buildNameFun: (fname: string, ...rest: string[]) => string = buildName;
```
### ~button /js/types
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### ~

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# JavaScript and TypeScript
You can write micro:bit programs in a subset of [TypeScript](https://www.typescriptlang.org), a superset of JavaScript.
Many micro:bit programs, especially at the beginner's level, are just plain JavaScript. TypeScript introduces class-based
object-oriented programming, such as:
```typescript
class Greeter {
greeting: string;
constructor(message: string) {
this.greeting = message;
}
greet() {
return "Hello, " + this.greeting;
}
}
let greeter = new Greeter("world");
basic.showString(greeter.greet())
```
This site is meant for teaching programming first, and JavaScript second. For this
reason, we have stayed away from concepts that are specific to JavaScript (for
example, prototype inheritance), and instead focused on ones common to most
modern programming languages (for example, loops, lexically scoped variables,
functions, classes, lambdas).
We leverage TypeScript's [type inference](http://www.typescriptlang.org/docs/handbook/type-inference.html) so that
students need not specify types when clear from context.
## Supported language features
* top-level code in the file: "Hello world!" really is just `basic.showString("Hello world!")`
* [basic types](http://www.typescriptlang.org/docs/handbook/basic-types.html)
* [variable declarations](http://www.typescriptlang.org/docs/handbook/variable-declarations.html): `let`, `const`, and `var`
* [functions](http://www.typescriptlang.org/docs/handbook/functions.html) with lexical scoping and recursion
### User-defined types and modules
* [classes](http://www.typescriptlang.org/docs/handbook/classes.html) with fields, methods and constructors; `new` keyword
* [enums](http://www.typescriptlang.org/docs/handbook/enums.html)
* [namespaces](http://www.typescriptlang.org/docs/handbook/namespaces.html) (a form of modules)
### Control-flow constructs
* `if ... else if ... else` statements
* `while` and `do ... while` loops
* `for(;;)` loops (see below about `for ... in/of`)
* `break/continue`; also with labeled loops
* `switch` statement (on numbers only)
* `debugger` statement for breakpoints
### Expressions
* conditional operator `? :`; lazy boolean operators
* all arithmetic operators (including bitwise operators); note that in microcontroller targets
all arithmetic is performed on integers, also when simulating in the browser
* strings (with a few common methods)
* [string templates](https://developer.mozilla.org/en-US/docs/Web/JavaScript/Reference/Template_literals) (`` `x is ${x}` ``)
* arrow functions `() => ...`
* array literals `[1, 2, 3]`
## Unsupported language features
We generally stay away from the more dynamic parts of JavaScript.
Things you may miss and we may implement:
* exceptions (`throw`, `try ... catch`, `try ... finally`)
* `for ... of` statements
* object literals `{ foo: 1, bar: "two" }`
* method-like properties (get/set accessors)
* class inheritance
If there is something you'd like to see, please file an issue at [GitHub](http://github.com/microsoft/pxt/issues).

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## Operators
The following JavaScript operators are supported for the micro:bit.
### ~hint
Note that for the micro:bit all arithmetic is performed on integers, rather than floating point.
This also is true when simulating in the browser.
### ~
# Assignment, arithmetic and bitwise
* assignment operators - [read more](http://devdocs.io/javascript/operators/assignment_operators)
* arithmetic operators - [read more](http://devdocs.io/javascript/operators/arithmetic_operators)
* bitwise operators - [read more](http://devdocs.io/javascript/operators/bitwise_operators)
# Comparision and conditional
* comparison operators - [read more](http://devdocs.io/javascript/operators/comparison_operators)
* conditional operator - [read more](http://devdocs.io/javascript/operators/conditional_operator)
## More
* lambda functions `() => { ... }`
* array literals `[1, 2, 3]`
* strings, with a few common methods
* [string templates](https://developer.mozilla.org/en-US/docs/Web/JavaScript/Reference/Template_literals) (`` `x is ${x}` ``)
### ~button /js/statements
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### ~

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@ -1,6 +1,6 @@
# Sequencing commands
# Sequencing
By calling one function after another, you can create an animation:
By calling one function after another, in sequence, you can create an animation:
```typescript
basic.showLeds(`
@ -9,17 +9,55 @@ basic.showLeds(`
. . # . .
# . . . #
. # # # .
`)
`);
basic.showLeds(`
. # . # .
. . . . .
. . . . .
. # # # .
# . . . #
`)
`);
```
## The Semicolon
### The semicolon
Coming soon...
In JavaScript, the semicolon (;) is used to terminate (or end) a statement. However, in most
cases, the semicolon is optional and can be omitted. So both code sequences below are
legal:
```typescript
basic.showNumber(1)
basic.showNumber(2)
```
```typescript
basic.showNumber(1);
basic.showNumber(2);
```
### The empty statement
In JavaScript, there is the concept of an *empty statement*, which is whitespace followed by
a semicolon in the context where a statement is expected.
So, the following code is an infinite loop
followed by a call to `showNumber` that will never execute:
```typescript
while(true) ;
basic.showNumber(1);
```
### ~hint
For the micro:bit, we don't allow a program to contain an empty statement, such as shown above.
If you really want an empty statement, you need to use curly braces to delimit an empty statement block:
```typescript
while(true) { }
basic.showNumber(1);
```
### ~
[Read more](http://inimino.org/~inimino/blog/javascript_semicolons) about semicolons in JavaScript.
### ~button /js/variables
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### ~

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# Statements
The following JavaScript statements are supported for the micro:bit:
## Variable declarations
* `const` statement - [read more](http://devdocs.io/javascript/statements/const)
* `let` statement - [read more](http://devdocs.io/javascript/statements/let)
* `var` statement - [read more](http://devdocs.io/javascript/statements/var)
## Block-structured statements
* `{ }` block statement - [read more](http://devdocs.io/javascript/statements/block)
* `if-else` conditional statement - [read more](http://devdocs.io/javascript/statements/if...else)
* `while` loop - [read more](http://devdocs.io/javascript/statements/do...while)
* `do-while` loop - [read more](http://devdocs.io/javascript/statements/do...while)
* `for(;;)` loop - [read more](http://devdocs.io/javascript/statements/for)
* `switch` statement (on numbers only) - [read more](http://devdocs.io/javascript/statements/switch)
## Control-flow commands
* `break` statement - [read more](http://devdocs.io/javascript/statements/break)
* `continue` statement - [read more](http://devdocs.io/javascript/statements/continue)
* `return` statement - [read more](http://devdocs.io/javascript/statements/return)
* `debugger` statement for breakpoints - [read more](http://devdocs.io/javascript/statements/debugger)
## Labelling statements
* labelled statement - [read more](http://devdocs.io/javascript/statements/label)
* `default` statement - [read more](http://devdocs.io/javascript/statements/default)
### ~button /js/functions
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### ~

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# Types
For programs to be useful, we need to be able to work with some of the simplest units of data:
numbers, strings, structures, boolean values, and the like.
# Boolean
The most basic datatype is the simple true/false value, which is called a `boolean` value.
```ts
let isDone: boolean = false;
```
# Number
### ~ hint
In JavaScript, `numbers` are floating point values.
However, for the micro:bit, `numbers` are integer values.
### ~
Integer values can be specified via decimal, hexadecimal and octal notation:
```ts
let decimal: number = 42;
let hex: number = 0xf00d;
let binary: number = 0b1010;
let octal: number = 0o744;
```
# String
As in other languages, we use the type `string` to refer to textual data.
Use double quotes (`"`) or single quotes (`'`) to surround string data.
```ts
let color: string = "blue";
color = 'red';
```
You can also use *template strings*, which can span multiple lines and have embedded expressions.
These strings are surrounded by the backtick/backquote (`` ` ``) character, and embedded expressions are of the form `${ expr }`.
```ts
let fullName: string = `Bob Bobbington`;
let age: number = 37;
let sentence: string = `Hello, my name is ${ fullName }.
I'll be ${ age + 1 } years old next month.`
```
This is equivalent to declaring `sentence` like so:
```ts
let sentence: string = "Hello, my name is " + fullName + ".\n\n" +
"I'll be " + (age + 1) + " years old next month."
```
# Array
Arrays allow you to work with an expandable sequence of values, addressed by an integer-valued index.
Array types can be written in one of two ways.
In the first, you use the type of the elements followed by `[]` to denote an array of that element type:
```ts
let list: number[] = [1, 2, 3];
```
The second way uses a generic array type, `Array<elemType>`:
```ts
let list: Array<number> = [1, 2, 3];
```
### ~hint
For the micro:bit, all elements of an array must have the same type.
### ~
# Enum
A helpful addition to the standard set of datatypes from JavaScript is the `enum`.
As in languages like C#, an enum is a way of giving more friendly names to sets of numeric values.
```ts
enum Color {Red, Green, Blue};
let c: Color = Color.Green;
```
By default, enums begin numbering their members starting at `0`.
You can change this by manually setting the value of one of its members.
For example, we can start the previous example at `1` instead of `0`:
```ts
enum Color {Red = 1, Green, Blue};
let c: Color = Color.Green;
```
Or, even manually set all the values in the enum:
```ts
enum Color {Red = 1, Green = 2, Blue = 4};
let c: Color = Color.Green;
```
# Any
The TypeScript type `any` is not supported in the micro:bit.
# Void
`void` is the absence of having any type at all.
You may commonly see this as the return type of functions that do not return a value:
```ts
function warnUser(): void {
basic.showString("This is my warning message");
}
```
Declaring variables of type `void` is not useful.
# Type Inference
In TypeScript, there are several places where type inference is used to provide type information when there is
no explicit type annotation. For example, in this code
```ts
let x = 3;
let y = x + 3
```
The type of the `x` variable is inferred to be `number`. Similarly, the type of `y` variable also is inferred to be `number`.
This kind of inference takes place when initializing variables and members,
setting parameter default values, and determining function return types.
### ~button /js/classes
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### ~

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@ -0,0 +1,121 @@
# Variable Declarations
Declaring a variable in JavaScript has always traditionally been done with the `var` keyword.
```typescript
var a = 10;
```
The `var` construct has some [problems](http://www.typescriptlang.org/docs/handbook/variable-declarations.html),
which is why `let` statements were introduced. Apart from the keyword used, `let` statements are written
the same way `var` statements are.
```typescript
let a = 10;
```
The key difference is not in the syntax, but in the semantics, which we'll now dive into.
## Block-scoping
When a variable is declared using `let`, it uses what some call *lexical-scoping* or *block-scoping*.
Unlike variables declared with `var` whose scopes leak out to their containing function,
block-scoped variables are not visible outside of their nearest containing block or `for`-loop.
```typescript
function f(input: boolean) {
let a = 100;
if (input) {
// Still okay to reference 'a'
let b = a + 1;
return b;
}
// Error: 'b' doesn't exist here
return b;
}
```
Here, we have two local variables `a` and `b`.
`a`'s scope is limited to the body of `f` while `b`'s scope is limited to the containing `if` statement's block.
Another property of block-scoped variables is that they can't be read or written to before they're actually declared.
While these variables are "present" throughout their scope, all points up until their declaration are part of their *temporal dead zone*.
This is just a sophisticated way of saying you can't access them before the `let` statement, and luckily TypeScript will let you know that.
```typescript
a++; // illegal to use 'a' before it's declared;
let a;
```
## Re-declarations
With `var` declarations, it doesn't matter how many times you declare your variables, you just get one:
```typescript
var x = 10;
var x = 20;
```
In the above example, all declarations of `x` actually refer to the *same* `x`, and this is perfectly valid.
This often ends up being a source of bugs. Thankfully, `let` declarations are not as forgiving.
```typescript
let x = 10;
let x = 20; // error: can't re-declare 'x' in the same scope
```
## Shadowing
The act of introducing a new name in a more deeply nested scope is called *shadowing*.
It is a bit of a double-edged sword in that it can introduce certain bugs on its own in the
event of accidental shadowing, while also preventing certain bugs.
For instance, imagine a `sumMatrix` function using `let` variables.
```typescript
function sumMatrix(matrix: number[][]) {
let sum = 0;
for (let i = 0; i < matrix.length; i++) {
var currentRow = matrix[i];
for (let i = 0; i < currentRow.length; i++) {
sum += currentRow[i];
}
}
return sum;
}
```
This version of the loop will actually perform the summation correctly because the inner loop's `i` shadows `i` from the outer loop.
Shadowing should *usually* be avoided in the interest of write clearer code, such as
```typescript
function sumMatrix(matrix: number[][]) {
let sum = 0;
for (let i = 0; i < matrix.length; i++) {
var currentRow = matrix[i];
for (let j = 0; j < currentRow.length; j++) {
sum += currentRow[j];
}
}
return sum;
}
```
While there are some scenarios where it may be fitting to take advantage of it, you should use your best judgement.
# `const` declarations
`const` declarations are another way of declaring variables.
```typescript
const numLivesForCat = 9;
```
They are like `let` declarations but, as their name implies, their value cannot be changed once they are bound.
In other words, they have the same scoping rules as `let`, but you can't re-assign to them.
### ~button /js/operators
NEXT: Operators
### ~

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@ -5,7 +5,7 @@
Your beginning code should look like this:
```blocks
let coll = (<string[]>[])
let coll: string[] = []
coll.push("puppy")
coll.push("clock")
coll.push("night")
@ -27,7 +27,7 @@ game.startCountdown(30000)
Let's add more words for the player to act out! But first, we need to increase the time in one round to give the player more time get through all the words. Let's change the `game->start countdown` statement.
```blocks
let coll = (<string[]>[])
let coll: string[] = []
coll.push("puppy")
coll.push("clock")
coll.push("night")
@ -52,7 +52,8 @@ game.startCountdown(60000)
Now let's add 5 more words to our list of charade words. Right above the the line `word:=coll->at(index)` add 5 lines that say `coll->add("")`. In this example, we will add the words **bicycle, telephone, sun, car, and ant** but you can add whatever words you like.
```blocks
let coll.push("puppy")
let coll: string[] = []
coll.push("puppy")
coll.push("clock")
coll.push("night")
coll.push("cat")

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@ -19,7 +19,7 @@ A 'collection' is a group of variables of the same type stored together. A 'coll
## 2. Consider the following lines of code.
```blocks
let coll = (<string[]>[])
let coll: string[] = []
coll.push("puppy")
coll.push("clock")
```
@ -35,7 +35,7 @@ basic.showString(coll[0], 150)
## 3. Consider the following lines of code.
```blocks
let coll = (<string[]>[])
let coll: string[] = []
coll.push("puppy")
coll.push("clock")
coll.push("cat")
@ -52,7 +52,7 @@ basic.showString(coll[2], 150)
## 4. Consider the following line of code.
```blocks
let coll = (<string[]>[])
let coll: string[] = []
```
Write the five (5) lines of code that will add the following five words to `data->coll`: puppy, clock, night, cat, cow.
@ -60,7 +60,8 @@ Write the five (5) lines of code that will add the following five words to `data
<br/>
```blocks
let coll.push("puppy")
let coll: string[] = []
coll.push("puppy")
coll.push("clock")
coll.push("night")
coll.push("cat")

View File

@ -211,7 +211,7 @@ Let's setup the logic for the food and the ghost to be in different quadrants. F
let hero = game.createSprite(2, 2);
let food = game.createSprite(4, 4);
let ghost = game.createSprite(0, 0);
let ghost.change(LedSpriteProperty.Blink, 100);
ghost.change(LedSpriteProperty.Blink, 100);
food = led.brightness() == 8;
while (true) {
basic.pause(400);
@ -265,7 +265,7 @@ while (true) {
}
}
0.set(LedSpriteProperty.X, 4);
ghost.set(LedSpriteProperty.X, 4);
```

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@ -14,7 +14,7 @@ Here are some cool projects that you can build with your micro:bit!
"imageUrl": "/static/mb/projects/a2-buttons.png"
},{
"name": "Love Meter",
"url":"/projects/lover-meter",
"url":"/projects/love-meter",
"imageUrl":"/static/mb/projects/a3-pins.png"
},{
"name": "Rock Paper Scissors",

View File

@ -22,15 +22,3 @@ control.inBackground(() => {
});
```
## Advanced
```namespaces
devices.tellCameraTo(MesCameraEvent.TakePhoto);
bluetooth.onBluetoothConnected(() => {});
```
```package
microbit-devices
microbit-bluetooth
```

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@ -21,4 +21,4 @@ bluetooth.onBluetoothDisconnected(() => {
```package
microbit-bluetooth
```
```

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@ -1,148 +0,0 @@
# Game Library
The game library supports simple single-player time-based games. The player has a **sprite**, number of **lives** and a **score**. The game has a sprite, number of **levels** and a **countdown clock**. The general goal of a game will be to move the sprite and achieve a top score before time runs out or the number of lives goes to zero.
The code below shows a simple game where the user gets to press the button ``A`` as much times as possible in 10 seconds.
```blocks
input.onButtonPressed(Button.A, () => {
game.addScore(1)
})
game.startCountdown(10000)
```
### [Create sprite](/reference/game/create-sprite)
Create sprite with x, y coordinates and returns a LED Sprite. Create a new LED sprite.
![](/static/mb/create-sprite-0.png)
```
export function createSprite(x: number, y: number) : micro_bitSprites.LedSprite
```
### [Move](/reference/game/move)
Sprite move by a certain number
![](/static/mb/game-library/move-0.png)
```
export function move(_this: micro_bitSprites.LedSprite, leds: number)
```
### [Turn](/reference/game/turn)
Rotates a sprite to the right by a certain number of degrees
![](/static/mb/game-library/turn-0.png)
```
export function turnRight(_this: micro_bitSprites.LedSprite, degrees: number)
```
Rotates a sprite to the left by a certain number of degrees
```
export function turnLeft(_this: micro_bitSprites.LedSprite, degrees: number)
```
### [Change](/reference/game/change)
Sprite will change the x position by this number
![](/static/mb/change-0.png)
```
export function changeXBy(_this: micro_bitSprites.LedSprite, x: number)
```
Sprite will change the y position by this number
```
export function changeYBy(_this: micro_bitSprites.LedSprite, y: number)
```
### [Set](/reference/game/set)
Sprite will change the x position by this number
```
export function setX(_this: micro_bitSprites.LedSprite, x: number)
```
Sprite will change the y position by this number
![](/static/mb/change-0.png)
```
export function changeYBy(_this: micro_bitSprites.LedSprite, y: number)
```
### [If on edge, bounce](/reference/game/if-on-edge-bounce)
Sprite - If the sprite is on the edge, the sprite will bounce
![](/static/mb/game-library/if-on-edge-bounce-0.png)
```
export function ifOnEdgeBounce(_this: micro_bitSprites.LedSprite)
```
### [Change score by](/reference/game/change-score-by)
When a player achieves a goal, you can increase the game score
* add score points to the current score
![](/static/mb/game-library/pic1.png)
```
export function addScore(points: number)
```
### [Score](/reference/game/score)
* set the current score to a particular value.
```
export function setScore(value: number)
```
* get the current score value
![](/static/mb/game-library/pic2.png)
```
export function score() : number
```
### [Countdown](/reference/game/start-countdown)
If your game has a time limit, you can start a countdown in which case `game->current time` returns the remaining time.
* start a countdown with the maximum duration of the game in milliseconds.
![](/static/mb/game-library/pic3.png)
```
export function startCountdown(ms: number)
```
### [Game over](/reference/game/game-over)
If the `life` reaches zero or the time expires (see countdown), the game enters the **game over** mode. When the game is over, `game->is running` returns false
* check if the game still running.
```
let running = game.isRunning()
```
You can also end the game by calling the `game -> game over` function:
![](/static/mb/game-library/pic0.png)
```
game.gameOver()
```

View File

@ -16,7 +16,7 @@ export function showFrame(img: micro_bit.Image, frame: number)
### Difference from `plot frame`
The `show frame` function is the same as [plot frame](/reference/image/plot-frame), but contains a built-in delay after the LED screen has been updated (whereas `plot frame` has no built-in delay)
The `show frame` function is the same as [plot frame](/reference/images/plot-frame), but contains a built-in delay after the LED screen has been updated (whereas `plot frame` has no built-in delay)
### Example

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@ -14,6 +14,7 @@ input.onPinPressed(TouchPin.P0, () => {
});
input.buttonIsPressed(Button.A);
input.compassHeading();
input.pinIsPressed(TouchPin.P0);
input.temperature();
input.acceleration(Dimension.X);
input.lightLevel();
@ -21,7 +22,6 @@ input.rotation(Rotation.Pitch);
input.magneticForce(Dimension.X);
input.runningTime();
input.setAccelerometerRange(AcceleratorRange.OneG);
input.pinIsPressed(TouchPin.P0);
input.calibrate();
input.onLogoDown(() => {

View File

@ -3,11 +3,11 @@
Display an [Image](/reference/images/image) on the BBC micro:bit's [LED screen](/device/screen). NOTE: `basic -> plot image` has been replaced by `basic -> show leds`.
```sig
basic.plotLeds(`
basic.showLeds(`
. . . . .
. # . # .
. . # . .
# ; . . #
# . . . #
. # # # .
`)
```
@ -16,14 +16,14 @@ basic.plotLeds(`
* leds - a series of LED on/off states that form an image (see steps below)
### Example: simley
### Example: smiley
```blocks
basic.plotLeds(`
basic.showLeds(`
. . . . .
. # . # .
. . # . .
# ; . . #
# . . . #
. # # # .
`)
```

View File

@ -14,7 +14,7 @@ radio.receivedNumberAt(0);
radio.receiveString();
radio.receivedSignalStrength();
radio.setGroup(0);
radio.setTransmitPower(0);
radio.setTransmitPower(7);
radio.writeValueToSerial();
radio.setTransmitSerialNumber(true);
radio.setTransmitSerialNumber(false);
```

View File

@ -46,8 +46,6 @@ for
forever
game-library
game-over
if

View File

@ -61,7 +61,7 @@ The [math library](/blocks/math) includes math related functions.
For example, the `absolute` function returns the returns the absolute value of input parameter `x`:
```blocks
let abs = math.absolute(-42);
let abs = Math.abs(-42);
basic.showNumber(abs);
```

View File

@ -1,30 +0,0 @@
# I2C FRAM driver
This library provides a driver for this FRAM part: https://www.adafruit.com/products/1895
The memory is accessed one byte at a time. The library provides a utility functions
to write an entire buffer.
## Reading/writing byte
```
let addr = 100
i2c_fram.writeByte(addr, 42)
let val = i2c_fram.readByte(addr)
console.log(`${addr}: ${val}`)
```
## Reading/writing a buffer
This code will log current time and acceleration in X axis every second.
```
let bufSz = 8
for (let addr = 0; addr < 0x8000; addr += bufSz) {
let buf = pins.createBuffer(bufSz)
buf.setNumber(NumberFormat.Int32LE, 0, input.runningTime())
buf.setNumber(NumberFormat.Int32LE, 4, input.acceleration(Dimension.X))
i2c_fram.writeBuffer(addr, buf)
basic.pause(1000)
}
```

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@ -1,55 +0,0 @@
namespace i2c_fram {
const devaddr = 0x50;
const memend = 0x7fff;
//% shim=pxtrt::panic
function panic(code: number) { }
function die() { panic(142) }
export function readByte(addr: number) {
if (addr < 0 || addr > memend)
die();
let buf = pins.createBuffer(2)
buf[0] = (addr >> 8) & 0xff;
buf[1] = addr & 0xff;
pins.i2cWriteBuffer(devaddr, buf);
buf = pins.i2cReadBuffer(devaddr, 1);
return buf[0];
}
export function writeByte(addr: number, val: number) {
if (addr < 0 || addr > memend)
die();
if (val < 0 || val > 0xff)
die();
let buf = pins.createBuffer(3)
buf[0] = (addr >> 8) & 0xff;
buf[1] = addr & 0xff;
buf[2] = val;
pins.i2cWriteBuffer(devaddr, buf)
}
export function readBuffer(addr: number, length: number) {
if (addr < 0 || length < 0 || (addr + length) > memend)
die();
let buf = pins.createBuffer(length)
for (let i = 0; i < length; ++i)
buf[i] = readByte(addr + i)
return buf
}
export function writeBuffer(addr: number, buf: Buffer) {
if (addr < 0 || (addr + buf.length) > memend)
die();
for (let i = 0; i < buf.length; ++i)
writeByte(addr + i, buf[i])
}
}

View File

@ -1,16 +0,0 @@
i2c_fram.writeByte(100, 42)
i2c_fram.writeByte(101, 108)
function toBuf(arr: number[]) {
let buf = pins.createBuffer(arr.length)
for (let i = 0; i < arr.length; ++i)
buf[i] = arr[i]
return buf
}
i2c_fram.writeBuffer(98, toBuf([1, 2, 3, 4, 5, 6, 7]))
console.log("100:" + i2c_fram.readByte(100))
console.log("101:" + i2c_fram.readByte(101))

View File

@ -1,16 +0,0 @@
{
"name": "i2c-fram",
"description": "AdaFruit I2C FRAM driver for micro:bit",
"files": [
"README.md",
"fram.ts"
],
"testFiles": [
"ftest.ts"
],
"public": true,
"dependencies": {
"microbit": "file:../microbit"
},
"installedVersion": "hhneqa"
}

View File

@ -1,774 +0,0 @@
//
// Note that this is supposed to run from command line.
// Do not use anything besides basic.pause, control.inBackground, console.log
//
//% shim=pxtrt::panic
function panic(code2: number): void { }
function msg(s: string): void {
//console.log(s)
//basic.pause(50);
}
function assert(cond: boolean, msg_: string) {
if (!cond) {
console.log("ASSERT: " + msg_);
panic(45);
}
}
//
// start tests
//
var glb1: number;
var s2: string;
var x: number;
var action: Action;
var tot: string;
var lazyAcc: number;
var sum: number;
var xyz = 12;
console.log("Starting...")
//lib.print_17(3);
basic.showNumber(0);
//assert(lib3.getX() == 17 * 3, "");
testNums();
testStrings();
testNumCollection();
testStringCollection();
testStringOps();
testReccoll();
inBg();
testAction(1);
testAction(7);
testIter();
testActionSave();
testLazyOps();
testRefLocals();
testByRefParams();
testFunDecl();
testDefaultArgs();
testMemoryFree();
testMemoryFreeHOF();
postPreFix()
eqOp()
testEnums()
testBuffer()
// test some top-level code
let xsum = 0;
for (let i = 0; i < 11; ++i) {
xsum = xsum + i;
}
assert(xsum == 55, "mainfor")
control.inBackground(() => {
xsum = xsum + 10;
})
basic.pause(20)
assert(xsum == 65, "mainforBg")
assert(xyz == 12, "init")
function incrXyz() {
xyz++;
return 0;
}
var unusedInit = incrXyz();
assert(xyz == 13, "init2")
testClass()
basic.showNumber(1)
console.log("ALL TESTS OK")
function defaultArgs(x: number, y = 3, z = 7) {
return x + y + z;
}
function testDefaultArgs() {
msg("testDefaultArgs");
assert(defaultArgs(1) == 11, "defl0")
assert(defaultArgs(1, 4) == 12, "defl1")
assert(defaultArgs(1, 4, 8) == 13, "defl2")
assert(optargs(1) == 1, "opt0");
assert(optargs(1, 2) == 3, "opt1");
assert(optargs(1, 2, 3) == 3, "opt2");
assert(optstring(3) == 6, "os0")
assert(optstring(3, "7") == 10, "os1")
assert(optstring2(3) == 6, "os0")
assert(optstring2(3, "7") == 10, "os1")
}
function optargs(x: number, y ?: number, z ?: number) {
return x + y;
}
function optstring(x: number, s ?: string) {
if (s != null) {
return parseInt(s) + x;
}
return x * 2;
}
function optstring2(x: number, s: string = null) {
if (s != null) {
return parseInt(s) + x;
}
return x * 2;
}
function testNums(): void {
let x = 40 + 2;
assert(x == 42, "add");
x = 40 / 2;
assert(x == 20, "div");
let r = fib(15);
msg("FIB" + r);
assert(r == 987, "fib");
let x3 = doStuff(x, 2);
assert(x3 == 10, "call order");
glb1 = 5;
incrBy_2();
assert(glb1 == 7, "glb1");
incrBy_2();
assert(glb1 == 9, "glb2");
assert(Math.abs(-42) == 42, "abs");
assert(Math.abs(42) == 42, "abs");
assert(Math.sign(42) == 1, "abs");
testIf();
assert((3 & 6) == 2, "&")
assert((3 | 6) == 7, "|")
assert((3 ^ 6) == 5, "^")
assert((-10 >> 2) == -3, ">>")
assert((-10 >>> 20) == 4095, ">>>")
assert((-10 << 2) == -40, "<<")
assert((10 << 2) == 40, "<<+")
assert((10 >> 2) == 2, ">>+")
assert((10 >>> 2) == 2, ">>>+")
assert(1000000 * 1000000 == -727379968, "*")
assert(100000001 * 100000001 == 2074919425, "*2")
assert(105 % 100 == 5, "perc")
}
function fib(p: number): number {
if (p <= 2) {
return p;
}
let p2 = p - 1;
return fib(p2) + fib(p - 2);
}
function doStuff(x: number, x2: number): number {
let x3 = x / x2;
return x3;
}
function testIf(): void {
let b = false;
if (!b) {
glb1 = 7;
} else {
assert(false, "b0");
}
assert(glb1 == 7, "glb3");
if (b) {
assert(false, "b1");
} else {
glb1 = 8;
}
assert(glb1 == 8, "glb3");
}
function incrBy_2(): void {
glb1 = glb1 + 2;
}
function testStrings(): void {
assert((42).toString() == "42", "42");
let s = "live";
assert(s == "live", "hello eq");
s = s + "4OK";
s2 = s;
assert(s.charCodeAt(4) == 52, "hello eq2");
assert(s.charAt(4) == "4", "hello eq2X");
assert(s[4] == "4", "hello eq2X");
assert(s.length == 7, "len7");
s = "";
for (let i = 0; i < 10; i++) {
s = s + i;
}
assert(s == "0123456789", "for");
let x = 10;
s = "";
while (x >= 0) {
s = s + x;
x = x - 1;
}
assert(s == "109876543210", "while");
msg(s);
msg(s2);
s2 = "";
// don't leak ref
x = 21
s = "foo"
s = `a${ x * 2 }X${ s }X${ s }Z`
assert(s == "a42XfooXfoo" + "Z", "`")
assert("X" + true == "Xt" + "rue", "boolStr")
}
function testNumCollection(): void {
let collXYZ: number[] =[];
assert(collXYZ.length == 0, "");
collXYZ.push(42);
assert(collXYZ.length == 1, "");
collXYZ.push(22);
assert(collXYZ[1] == 22, "");
collXYZ.splice(0, 1);
assert(collXYZ[0] == 22, "");
collXYZ.removeElement(22);
assert(collXYZ.length == 0, "");
for (let i = 0; i < 100; i++) {
collXYZ.push(i);
}
assert(collXYZ.length == 100, "");
collXYZ =[1, 2, 3];
assert(collXYZ.length == 3, "cons");
assert(collXYZ[0] == 1, "cons0");
assert(collXYZ[1] == 2, "cons1");
assert(collXYZ[2] == 3, "cons2");
}
function testStringCollection(): void {
let coll = (< string[] >[]);
coll.push("foobar");
coll.push((12).toString());
coll.push(coll[0] + "xx");
assert(coll.indexOf("12") == 1, "idx");
coll =[
"a" + "b",
coll[2],
]
assert(coll[0] == "ab", "")
assert(coll[1] == "foob" + "arxx", "")
assert(coll.length == 2, "")
}
function testStringOps(): void {
assert("foo".concat("bar") == "foobar", "concat");
assert("xAb".charCodeAt(1) == 65, "code at");
assert("B".charCodeAt(0) == 66, "tcc");
assert(parseInt("-123") == -123, "tonum");
assert("fo"[1] == "o", "at");
assert("fo".length == 2, "count");
assert("fo".charCodeAt(17) == 0, "ct oor");
}
class Testrec {
str: string;
num: number;
bool: boolean;
str2: string;
}
function recordId(x: Testrec) {
lazyAcc++
return x
}
function postPreFix() {
msg("postPref")
let x = new Testrec()
lazyAcc = 0
recordId(x).num = 12
assert(x.num == 12 && lazyAcc == 1, "X0")
let y = recordId(x).num++
assert(x.num == 13 && lazyAcc == 2, "X1")
assert(y == 12, "X2")
y = ++recordId(x).num
assert(y == 14 && x.num == 14 && lazyAcc == 3, "X2")
recordId(x).num >>= 1
assert(x.num == 7, "X3")
assert(lazyAcc == 4, "X4")
}
function eqOp() {
msg("eqOp")
let x = 12
assert((x += 10) == 22, "Y0")
assert(x == 22, "Y1")
x /= 2
assert(x == 11, "Y2")
let s = ("fo" + 1)
let t = ("ba" + 2)
s += t
assert(s == "fo1b" + "a2", "fb")
}
function testRec0(): Testrec {
let testrec = new Testrec();
testrec.str2 = "Hello" + " world";
testrec.str = testrec.str2;
testrec.num = 42;
assert(testrec.str == "Hello world", "recstr");
assert(testrec.num == 42, "recnum");
msg(testrec.str2);
let testrec2 = < Testrec > null;
assert(testrec2 == null, "isinv");
assert(testrec == testrec, "eq");
assert(testrec != null, "non inv");
return testrec;
}
function testReccoll(): void {
let coll: Testrec[] =[];
let item = testRec0();
msg("in reccoll");
coll.push(item);
}
function inBg() {
let k = 7
let q = 14
let rec = new Testrec();
glb1 = 0
control.inBackground(() => {
glb1 = glb1 + 10 + (q - k)
rec.str = "foo"
})
control.inBackground(() => {
glb1 = glb1 + 1
})
basic.pause(50)
assert(glb1 == 18, "inbg0")
assert(rec.str == "foo", "inbg1")
}
function runTwice(fn: Action): void {
msg("r2 start");
fn();
fn();
msg("r2 stop");
}
function iter(max: number, fn: (v: number) => void) {
for (var i = 0; i < max; ++i) {
fn(i);
}
}
function testIter() {
x = 0
iter(10, v => {
x = x + (v + 1)
})
assert(x == 55, "55")
}
function testAction(p: number): void {
let s = "hello" + "1";
let coll =[] as number[];
let p2 = p * 2;
x = 42;
runTwice(() => {
x = x + p + p2;
coll.push(x);
msg(s + x);
});
assert(x == 42 + p * 6, "run2");
assert(coll.length == 2, "run2");
}
function add7() {
sum = sum + 7;
}
function testFunDecl() {
msg("testFunDecl");
let x = 12;
sum = 0;
function addX() {
sum = sum + x;
}
function add10() {
sum = sum + 10;
}
runTwice(addX)
assert(sum == 24, "cap")
msg("testAdd10");
runTwice(add10);
msg("end-testAdd10");
assert(sum == 44, "nocap");
runTwice(add7);
assert(sum == 44 + 14, "glb")
addX();
add10();
assert(sum == 44 + 14 + x + 10, "direct");
}
function saveAction(fn: Action): void {
action = fn;
}
function saveGlobalAction(): void {
let s = "foo" + "42";
tot = "";
saveAction(() => {
tot = tot + s;
});
}
function testActionSave(): void {
saveGlobalAction();
runTwice(action);
msg(tot);
assert(tot == "foo42foo42", "");
tot = "";
action = null;
}
function testLazyOps(): void {
lazyAcc = 0;
if (incrLazyAcc(10, false) && incrLazyAcc(1, true)) {
assert(false, "");
} else {
assert(lazyAcc == 10, "lazy1");
}
assert(lazyAcc == 10, "lazy2");
if (incrLazyAcc(100, true) && incrLazyAcc(1, false)) {
assert(false, "");
} else {
assert(lazyAcc == 111, "lazy4");
}
lazyAcc = 0;
if (incrLazyAcc(100, true) && incrLazyAcc(8, true)) {
assert(lazyAcc == 108, "lazy5");
} else {
assert(false, "");
}
lazyAcc = 0;
if (incrLazyAcc(10, true) || incrLazyAcc(1, true)) {
assert(lazyAcc == 10, "lazy1b");
} else {
assert(false, "");
}
assert(lazyAcc == 10, "lazy2xx");
if (incrLazyAcc(100, false) || incrLazyAcc(1, false)) {
assert(false, "");
} else {
assert(lazyAcc == 111, "lazy4x");
}
lazyAcc = 0;
if (incrLazyAcc(100, false) || incrLazyAcc(8, true)) {
assert(lazyAcc == 108, "lazy5");
} else {
assert(false, "");
}
lazyAcc = 0;
if (incrLazyAcc(10, true) && incrLazyAcc(1, true) && incrLazyAcc(100, false)) {
assert(false, "");
} else {
assert(lazyAcc == 111, "lazy10");
}
lazyAcc = 0;
if (incrLazyAcc(10, true) && incrLazyAcc(1, true) || incrLazyAcc(100, false)) {
assert(lazyAcc == 11, "lazy101");
} else {
assert(false, "");
}
lazyAcc = 0;
assert((true ? incrLazyNum(1, 42): incrLazyNum(10, 36)) == 42, "?:")
assert(lazyAcc == 1, "?:0");
assert((false ? incrLazyNum(1, 42): incrLazyNum(10, 36)) == 36, "?:1")
assert(lazyAcc == 11, "?:2");
}
function incrLazyAcc(delta: number, res: boolean): boolean {
lazyAcc = lazyAcc + delta;
return res;
}
function incrLazyNum(delta: number, res: number) {
lazyAcc = lazyAcc + delta;
return res;
}
function testRefLocals(): void {
msg("start test ref locals");
let s = "";
// For 4 or more it runs out of memory
for (let i = 0; i < 3; i++) {
msg(i + "");
let copy = i;
control.inBackground(() => {
basic.pause(10 * i);
copy = copy + 10;
});
control.inBackground(() => {
basic.pause(20 * i);
s = s + copy;
});
}
basic.pause(200);
assert(s == "101112", "reflocals");
}
function byRefParam_0(p: number): void {
control.inBackground(() => {
basic.pause(1);
sum = sum + p;
});
p = p + 1;
}
function byRefParam_2(pxx: number): void {
pxx = pxx + 1;
control.inBackground(() => {
basic.pause(1);
sum = sum + pxx;
});
}
function testByRefParams(): void {
msg("testByRefParams");
refparamWrite("a" + "b");
refparamWrite2(new Testrec());
refparamWrite3(new Testrec());
sum = 0;
let x = 1;
control.inBackground(() => {
basic.pause(1);
sum = sum + x;
});
x = 2;
byRefParam_0(4);
byRefParam_2(10);
basic.pause(30);
assert(sum == 18, "by ref");
}
function refparamWrite(s: string): void {
s = s + "c";
assert(s == "abc", "abc");
}
function refparamWrite2(testrec: Testrec): void {
testrec = new Testrec();
assert(testrec.bool == false, "");
}
function refparamWrite3(testrecX: Testrec): void {
control.inBackground(() => {
basic.pause(1);
assert(testrecX.str == "foo", "ff");
testrecX.str = testrecX.str + "x";
});
testrecX = new Testrec();
testrecX.str = "foo";
basic.pause(30);
assert(testrecX.str == "foox", "ff2");
}
function testMemoryFree(): void {
msg("testMemoryFree");
for (let i = 0; i < 1000; i++) {
allocImage();
}
}
function runOnce(fn: Action): void {
fn();
}
function createObj() {
return new Testrec();
}
function testMemoryFreeHOF(): void {
msg("testMemoryFreeHOF");
for (let i = 0; i < 1000; i++) {
runOnce(() => {
let tmp = createObj();
});
}
}
function allocImage(): void {
let tmp = createObj();
}
class Foo {
pin: number;
buf: number[];
constructor(k: number, l: number) {
this.pin = k - l
}
setPin(p: number) {
this.pin = p
}
getPin() {
return this.pin
}
init() {
this.buf =[1, 2]
}
}
function testClass() {
let f = new Foo(272, 100);
assert(f.getPin() == 172, "ctor")
f.setPin(42)
assert(f.getPin() == 42, "getpin")
}
enum En {
A,
B,
C,
D = 4200,
E,
}
enum En2 {
D0 = En.D,
D1,
D2 = 1,
}
function testEnums() {
msg("enums")
let k = En.C as number
assert(k == 2, "e0")
k = En.D as number
assert(k == 4200, "e1")
k = En.E as number
assert(k == 4201, "e43")
k = En2.D0 as number
assert(k == 4200, "eX0")
k = En2.D1 as number
assert(k == 4201, "eX1")
msg("enums0")
assert(switchA(En.A) == 7, "s1")
assert(switchA(En.B) == 7, "s2")
assert(switchA(En.C) == 12, "s3")
assert(switchA(En.D) == 13, "s4")
assert(switchA(En.E) == 12, "s5")
assert(switchA(-3 as En) == 12, "s6")
msg("enums1")
assert(switchB(En.A) == 7, "x1")
assert(switchB(En.B) == 7, "x2")
assert(switchB(En.C) == 17, "x3")
assert(switchB(En.D) == 13, "x4")
assert(switchB(En.E) == 14, "x5")
}
function switchA(e: En) {
let r = 12;
switch (e) {
case En.A:
case En.B: return 7;
case En.D: r = 13; break;
}
return r
}
function switchB(e: En) {
let r = 33;
switch (e) {
case En.A:
case En.B: return 7;
case En.D: r = 13; break;
case En.E: r = 14; break;
default: return 17;
}
return r;
}
function bufferIs(b: Buffer, a: number[]) {
assert(b.length == a.length, "bis-len")
for (let i = 0; i < a.length; ++i) {
if (a[i] != b[i]) {
assert(false, `bufferIs: buf[${ i }]:${ b[i] } != ${ a[i] }`)
}
}
}
function testBuffer() {
let b = pins.createBuffer(3);
assert(b[0] == 0, "buf0");
assert(b[1] == 0, "buf0");
assert(b[2] == 0, "buf0");
assert(b[-100000] == 0, "bufM");
assert(b[100000] == 0, "bufM");
b[0] = 42;
bufferIs(b,[42, 0, 0]);
b[2] = 41;
bufferIs(b,[42, 0, 41]);
b.rotate(1)
bufferIs(b,[0, 41, 42]);
b.rotate(-2)
bufferIs(b,[41, 42, 0]);
b.shift(1)
bufferIs(b,[42, 0, 0]);
b.rotate(9)
bufferIs(b,[42, 0, 0]);
b.rotate(-9)
bufferIs(b,[42, 0, 0]);
b.fill(4);
bufferIs(b,[4, 4, 4]);
b.fill(12, 1, 1);
bufferIs(b,[4, 12, 4]);
b.fill(13, 1, -1);
bufferIs(b,[4, 13, 13]);
b.fill(100, -1, -1);
bufferIs(b,[4, 13, 13]);
b.shift(-1)
bufferIs(b,[0, 4, 13]);
}

View File

@ -6,6 +6,7 @@
"lang-test0.ts"
],
"public": true,
"additionalFilePath": "../../node_modules/pxt-core/libs/lang-test0",
"dependencies": {
"microbit": "file:../microbit"
}

View File

@ -0,0 +1,77 @@
//
// Note that this is supposed to run from command line.
// Do not use anything besides basic.pause, control.inBackground, console.log
//
//% shim=pxtrt::panic
function panic(code2: number): void { }
function msg(s: string): void {
//console.log(s)
//basic.pause(50);
}
function assert(cond: boolean, msg_: string) {
if (!cond) {
console.log("ASSERT: " + msg_);
panic(45);
}
}
console.log("Starting...")
basic.showNumber(0);
testBuffer()
basic.showNumber(2);
console.log("ALL TESTS OK")
function bufferIs(b: Buffer, a: number[]) {
assert(b.length == a.length, "bis-len")
for (let i = 0; i < a.length; ++i) {
if (a[i] != b[i]) {
assert(false, `bufferIs: buf[${i}]:${b[i]} != ${a[i]}`)
}
}
}
function testBuffer() {
let b = pins.createBuffer(3);
assert(b[0] == 0, "buf0");
assert(b[1] == 0, "buf0");
assert(b[2] == 0, "buf0");
assert(b[-100000] == 0, "bufM");
assert(b[100000] == 0, "bufM");
b[0] = 42;
bufferIs(b, [42, 0, 0]);
b[2] = 41;
bufferIs(b, [42, 0, 41]);
b.rotate(1)
bufferIs(b, [0, 41, 42]);
b.rotate(-2)
bufferIs(b, [41, 42, 0]);
b.shift(1)
bufferIs(b, [42, 0, 0]);
b.rotate(9)
bufferIs(b, [42, 0, 0]);
b.rotate(-9)
bufferIs(b, [42, 0, 0]);
b.fill(4);
bufferIs(b, [4, 4, 4]);
b.fill(12, 1, 1);
bufferIs(b, [4, 12, 4]);
b.fill(13, 1, -1);
bufferIs(b, [4, 13, 13]);
b.fill(100, -1, -1);
bufferIs(b, [4, 13, 13]);
b.shift(-1)
bufferIs(b, [0, 4, 13]);
}

12
libs/lang-test1/pxt.json Normal file
View File

@ -0,0 +1,12 @@
{
"name": "lang-test1",
"description": "Test for the TypeScript -> HEX compiler; microbit specific parts",
"installedVersion": "file:.",
"files": [
"lang-test1.ts"
],
"public": true,
"dependencies": {
"microbit": "file:../microbit"
}
}

View File

@ -0,0 +1,26 @@
{
"bluetooth": "Support for additional Bluetooth services.",
"bluetooth.onBluetoothConnected": "Register code to run when the micro:bit is connected to over Bluetooth",
"bluetooth.onBluetoothConnected|block": "on bluetooth connected",
"bluetooth.onBluetoothConnected|param|body": "Code to run when a Bluetooth connection is established",
"bluetooth.onBluetoothDisconnected": "Register code to run when a bluetooth connection to the micro:bit is lost",
"bluetooth.onBluetoothDisconnected|block": "on bluetooth disconnected",
"bluetooth.onBluetoothDisconnected|param|body": "Code to run when a Bluetooth connection is lost",
"bluetooth.startAccelerometerService": "Starts the Bluetooth accelerometer service",
"bluetooth.startAccelerometerService|block": "bluetooth accelerometer service",
"bluetooth.startButtonService": "Starts the Bluetooth button service",
"bluetooth.startButtonService|block": "bluetooth button service",
"bluetooth.startIOPinService": "Starts the Bluetooth IO pin service.",
"bluetooth.startIOPinService|block": "bluetooth io pin service",
"bluetooth.startLEDService": "Starts the Bluetooth LED service",
"bluetooth.startLEDService|block": "bluetooth led service",
"bluetooth.startMagnetometerService": "Starts the Bluetooth magnetometer service",
"bluetooth.startMagnetometerService|block": "bluetooth magnetometer service",
"bluetooth.startTemperatureService": "Starts the Bluetooth temperature service",
"bluetooth.startTemperatureService|block": "bluetooth temperature service",
"bluetooth.uartRead": "Reads from the Bluetooth UART service buffer, returning its contents when the specified delimiter character is encountered.",
"bluetooth.uartRead|block": "bluetooth uart read %del=bluetooth_uart_delimiter_conv",
"bluetooth.uartWrite": "Writes to the Bluetooth UART service buffer. From there the data is transmitted over Bluetooth to a connected device.",
"bluetooth.uartWrite|block": "bluetooth uart write %data",
"bluetooth|block": "bluetooth"
}

View File

@ -0,0 +1,26 @@
{
"devices": "Control a phone with the BBC micro:bit via Bluetooth.",
"devices.onGamepadButton": "Register code to run when the micro:bit receives a command from the paired gamepad.",
"devices.onGamepadButton|block": "on gamepad button|%NAME",
"devices.onGamepadButton|param|body": "code to run when button is pressed",
"devices.onGamepadButton|param|name": "button name",
"devices.onNotified": "Registers code to run when the device notifies about a particular event.",
"devices.onNotified|block": "on notified|%event",
"devices.onNotified|param|body": "code handler when event is triggered",
"devices.onNotified|param|event": "event description",
"devices.onSignalStrengthChanged": "Registers code to run when the device notifies about a change of signal strength.",
"devices.onSignalStrengthChanged|block": "on signal strength changed",
"devices.onSignalStrengthChanged|param|body": "Code run when the signal strength changes.",
"devices.raiseAlertTo": "Sends an ``alert`` command to the parent device.",
"devices.raiseAlertTo|block": "raise alert to|%property",
"devices.raiseAlertTo|param|event": "event description",
"devices.signalStrength": "Returns the last signal strength reported by the paired device.",
"devices.signalStrength|block": "signal strength",
"devices.tellCameraTo": "Sends a ``camera`` command to the parent device.",
"devices.tellCameraTo|block": "tell camera to|%property",
"devices.tellCameraTo|param|event": "event description",
"devices.tellRemoteControlTo": "Sends a ``remote control`` command to the parent device.",
"devices.tellRemoteControlTo|block": "tell remote control to|%property",
"devices.tellRemoteControlTo|param|event": "event description",
"devices|block": "devices"
}

View File

@ -1,101 +1,32 @@
{
"basic": "Provides access to basic micro:bit functionality.",
"basic.clearScreen": "Turn off all LEDs",
"basic.forever": "Repeats the code forever in the background. On each iteration, allows other codes to run.",
"basic.pause": "Pause for the specified time in milliseconds",
"basic.plotLeds": "Draws an image on the LED screen.",
"basic.showAnimation": "Shows a sequence of LED screens as an animation.",
"basic.showLeds": "Draws an image on the LED screen.",
"basic.showNumber": "Scroll a number on the screen. If the number fits on the screen (i.e. is a single digit), do not scroll.",
"basic.showString": "Display text on the display, one character at a time. If the string fits on the screen (i.e. is one letter), does not scroll.",
"control": "Runtime and event utilities.",
"control.inBackground": "Schedules code that run in the background.",
"control.reset": "Resets the BBC micro:bit.",
"game": "A single-LED sprite game engine",
"game.addScore": "Adds points to the current score",
"game.gameOver": "Displays a game over animation.",
"game.score": "Gets the current score",
"game.setScore": "Sets the current score value",
"game.startCountdown": "Starts a game countdown timer",
"images": "Creation, manipulation and display of LED images.",
"images.createBigImage": "Creates an image with 2 frames.",
"images.createImage": "Creates an image that fits on the LED screen.",
"input": "Events and data from sensors",
"input.acceleration": "Get the acceleration value in milli-gravitys (when the board is laying flat with the screen up, x=0, y=0 and z=-1024)",
"input.buttonIsPressed": "Get the button state (pressed or not) for ``A`` and ``B``.",
"input.calibrate": "Obsolete, compass calibration is automatic.",
"input.compassHeading": "Get the current compass compass heading in degrees.",
"input.lightLevel": "Reads the light level applied to the LED screen in a range from ``0`` (dark) to ``255`` bright.",
"input.magneticForce": "Get the magnetic force value in ``micro-Teslas`` (``µT``). This function is not supported in the simulator.",
"input.onButtonPressed": "Do something when a button (``A``, ``B`` or both ``A+B``) is pressed",
"input.onGesture": "Attaches code to run when the screen is facing up.",
"input.onLogoDown": "Attaches code to run when the logo is oriented downwards and the board is vertical.",
"input.onLogoUp": "Attaches code to run when the logo is oriented upwards and the board is vertical.",
"input.onPinPressed": "Do something when a pin(``P0``, ``P1`` or both ``P2``) is pressed.",
"input.onScreenDown": "Attaches code to run when the screen is facing down.",
"input.onScreenUp": "Attaches code to run when the screen is facing up.",
"input.onShake": "Attaches code to run when the device is shaken.",
"input.pinIsPressed": "Get the pin state (pressed or not). Requires to hold the ground to close the circuit.",
"input.rotation": "The pitch of the device, rotation along the ``x-axis``, in degrees.",
"input.runningTime": "Gets the number of milliseconds elapsed since power on.",
"input.setAccelerometerRange": "Sets the accelerometer sample range in gravities.",
"input.temperature": "Gets the temperature in Celsius degrees (°C).",
"led": "Control of the LED screen.",
"led.brightness": "Get the screen brightness from 0 (off) to 255 (full bright).",
"led.fadeIn": "Fades in the screen display.",
"led.fadeOut": "Fades out the screen brightness.",
"led.plot": "Turn on the specified LED using x, y coordinates (x is horizontal, y is vertical). (0,0) is upper left.",
"led.plotAll": "Turns all LEDS on",
"led.plotBarGraph": "Displays a vertical bar graph based on the `value` and `high` value.\nIf `high` is 0, the chart gets adjusted automatically.",
"led.point": "Get the on/off state of the specified LED using x, y coordinates. (0,0) is upper left.",
"led.screenshot": "Takes a screenshot of the LED screen and returns an image.",
"led.setBrightness": "Set the screen brightness from 0 (off) to 255 (full bright).",
"led.setDisplayMode": "Sets the display mode between black and white and greyscale for rendering LEDs.",
"led.stopAnimation": "Cancels the current animation and clears other pending animations.",
"led.toggle": "Toggles a particular pixel",
"led.toggleAll": "Inverts the current LED display",
"led.unplot": "Turn off the specified LED using x, y coordinates (x is horizontal, y is vertical). (0,0) is upper left.",
"music": "Generation of music tones through pin ``P0``.",
"music.beat": "Returns the duration of a beat in milli-seconds",
"music.changeTempoBy": "Change the tempo by the specified amount",
"music.noteFrequency": "Gets the frequency of a note.",
"music.playTone": "Plays a tone through pin ``P0`` for the given duration.",
"music.rest": "Rests (plays nothing) for a specified time through pin ``P0``.",
"music.ringTone": "Plays a tone through pin ``P0``.",
"music.setTempo": "Sets the tempo to the specified amount",
"music.tempo": "Returns the tempo in beats per minute. Tempo is the speed (bpm = beats per minute) at which notes play. The larger the tempo value, the faster the notes will play.",
"pins": "Control currents in Pins for analog/digital signals, servos, i2c, ...",
"pins.analogPitch": "Emits a Pulse-width modulation (PWM) signal to the current pitch pin. Use `analog set pitch pin` to define the pitch pin.",
"pins.analogReadPin": "Read the connector value as analog, that is, as a value comprised between 0 and 1023.",
"pins.analogSetPeriod": "Configures the Pulse-width modulation (PWM) of the analog output to the given value in **microseconds** or `1/1000` milliseconds.\nIf this pin is not configured as an analog output (using `analog write pin`), the operation has no effect.",
"pins.analogSetPitchPin": "Sets the pin used when using `pins->analog pitch`.",
"pins.analogWritePin": "Set the connector value as analog. Value must be comprised between 0 and 1023.",
"pins.digitalReadPin": "Read the specified pin or connector as either 0 or 1",
"pins.digitalWritePin": "Set a pin or connector value to either 0 or 1.",
"pins.i2cReadNumber": "Read one number from 7-bit I2C address.",
"pins.i2cWriteNumber": "Write one number to a 7-bit I2C address.",
"pins.map": "Re-maps a number from one range to another. That is, a value of ``from low`` would get mapped to ``to low``, a value of ``from high`` to ``to high``, values in-between to values in-between, etc.",
"pins.onPulsed": "Configures this pin to a digital input, and generates events where the timestamp is the duration that this pin was either ``high`` or ``low``.",
"pins.pulseDuration": "Gets the duration of the last pulse in micro-seconds. This function should be called from a ``onPulse`` handler.",
"pins.servoSetPulse": "Configures this IO pin as an analog/pwm output, configures the period to be 20 ms, and sets the pulse width, based on the value it is given **microseconds** or `1/1000` milliseconds.",
"pins.servoWritePin": "Writes a value to the servo, controlling the shaft accordingly. On a standard servo, this will set the angle of the shaft (in degrees), moving the shaft to that orientation. On a continuous rotation servo, this will set the speed of the servo (with ``0`` being full-speed in one direction, ``180`` being full speed in the other, and a value near ``90`` being no movement).",
"radio": "Communicate data using radio packets",
"radio.onDataReceived": "Registers code to run when a packet is received over radio.",
"radio.onDataReceived|block": "on data received",
"radio.receiveNumber": "Reads the next packet as a number from the radio queue.",
"radio.receiveNumber|block": "receive number",
"radio.receiveString": "Reads the next packet as a string and returns it.",
"radio.receiveString|block": "receive string",
"radio.receivedNumberAt": "Reads a number at a given index, between ``0`` and ``3``, from the packet received by ``receive number``. Not supported in simulator.",
"radio.receivedNumberAt|block": "receive number|at %VALUE",
"radio.receivedNumberAt|param|index": "index of the number to read from 0 to 3. 1 eg",
"radio.receivedSignalStrength": "Gets the received signal strength indicator (RSSI) from the packet received by ``receive number``. Not supported in simulator.\nnamespace=radio",
"radio.receivedSignalStrength|block": "received signal strength",
"radio.sendNumber": "Broadcasts a number over radio to any connected micro:bit in the group.",
"radio.sendNumber|block": "send number %value",
"radio.sendString": "Broadcasts a number over radio to any connected micro:bit in the group.",
"radio.sendString|block": "send string %msg",
"radio.sendValue": "Broadcasts a name / value pair along with the device serial number\nand running time to any connected BBC micro:bit in the group.",
"radio.sendValue|block": "send|value %name|= %value",
"radio.sendValue|param|name": "the field name (max 12 characters), eg: \"data\"",
"radio.sendValue|param|value": "the numberic value",
"radio.setGroup": "Sets the group id for radio communications. A micro:bit can only listen to one group ID at any time.\n@ param id the group id between ``0`` and ``255``, 1 eg",
"radio.setGroup|block": "set group %ID",
"radio.setTransmitPower": "Change the output power level of the transmitter to the given value.",
"radio.setTransmitPower|block": "set transmit power %power",
"radio.setTransmitPower|param|power": "a value in the range 0..7, where 0 is the lowest power and 7 is the highest. eg: 7",
"radio.setTransmitSerialNumber": "Set the radio to transmit the serial number in each message.",
"radio.setTransmitSerialNumber|block": "set tranmist serial number %transmit",
"radio.writeValueToSerial": "Reads a value sent with `stream value` and writes it\nto the serial stream as JSON",
"serial": "Reading and writing data over a serial connection.",
"serial.readLine": "Reads a line of text from the serial port.",
"serial.writeLine": "Prints a line of text to the serial",
"serial.writeNumber": "Prints a numeric value to the serial",
"serial.writeString": "Sends a piece of text through Serial connection.",
"serial.writeValue": "Writes a ``name: value`` pair line to the serial."
"radio.writeValueToSerial|block": "write value to serial",
"radio|block": "radio"
}

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@ -92,7 +92,7 @@
"input.onShake": "Attaches code to run when the device is shaken.",
"input.onShake|param|body": "TODO",
"input.pinIsPressed": "Get the pin state (pressed or not). Requires to hold the ground to close the circuit.",
"input.pinIsPressed|block": "pin|%NAME|is pressed",
"input.pinIsPressed|block": "pin %NAME|is pressed",
"input.pinIsPressed|param|name": "pin used to detect the touch",
"input.rotation": "The pitch of the device, rotation along the ``x-axis``, in degrees.",
"input.rotation|block": "rotation (°)|%NAME",

View File

@ -167,6 +167,17 @@ namespace input {
return false;
}
/**
* Get the pin state (pressed or not). Requires to hold the ground to close the circuit.
* @param name pin used to detect the touch
*/
//% help=input/pin-is-pressed weight=56
//% blockId="device_pin_is_pressed" block="pin %NAME|is pressed" icon="\uf094"
//% blockGap=8
bool pinIsPressed(TouchPin name) {
auto pin = getPin((int)name);
return pin && pin->isTouched();
}
/**
* Get the current compass compass heading in degrees.
@ -270,16 +281,6 @@ namespace input {
//% help=input/calibrate weight=0
void calibrate() { }
/**
* Get the pin state (pressed or not). Requires to hold the ground to close the circuit.
* @param name pin used to detect the touch
*/
//% help=input/pin-is-pressed weight=58 block="pin|%NAME|is pressed" icon="\uf094"
bool pinIsPressed(TouchPin name) {
auto pin = getPin((int)name);
return pin && pin->isTouched();
}
/**
* Sets the accelerometer sample range in gravities.
* @param range a value describe the maximum strengh of acceleration measured

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@ -230,6 +230,15 @@ declare namespace input {
//% icon="\uf192" blockGap=8 shim=input::buttonIsPressed
function buttonIsPressed(button: Button): boolean;
/**
* Get the pin state (pressed or not). Requires to hold the ground to close the circuit.
* @param name pin used to detect the touch
*/
//% help=input/pin-is-pressed weight=56
//% blockId="device_pin_is_pressed" block="pin %NAME|is pressed" icon="\uf094"
//% blockGap=8 shim=input::pinIsPressed
function pinIsPressed(name: TouchPin): boolean;
/**
* Get the current compass compass heading in degrees.
*/
@ -290,13 +299,6 @@ declare namespace input {
//% help=input/calibrate weight=0 shim=input::calibrate
function calibrate(): void;
/**
* Get the pin state (pressed or not). Requires to hold the ground to close the circuit.
* @param name pin used to detect the touch
*/
//% help=input/pin-is-pressed weight=58 block="pin|%NAME|is pressed" icon="\uf094" shim=input::pinIsPressed
function pinIsPressed(name: TouchPin): boolean;
/**
* Sets the accelerometer sample range in gravities.
* @param range a value describe the maximum strengh of acceleration measured

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@ -1,45 +0,0 @@
# NeoPixel driver
This library provides a driver for various Neo Pixel LED strips,
see https://www.adafruit.com/category/168
NeoPixels consist of a number of RGB LEDs, every one of them controlled
separately.
## Basic usage
```blocks
// Create a NeoPixel driver - specify the number of LEDs:
let strip = neopixel.create(DigitalPin.P0, 24)
// set pixel colors
strip.setPixelColor(0, 255, 255, 255) // white
strip.setPixelColor(1, 255, 0, 0) // red
strip.setPixelColor(2, 0, 255, 0) // green
strip.setPixelColor(3, 0, 0, 255) // blue
// send the data to the strip
strip.show()
```
Use `strip.setBrigthness()` to lower the brightness (it's maxed out by default).
Use `strip.shift()` or `strip.rotate()` to shift the lights around.
## Example: Using accelerometer to control colors
This little program will let the position of the microbit control the color of the first LED.
This first LED will then get shifted further away every 100ms.
```blocks
let strip = neopixel.create(DigitalPin.P0, 24)
while (true) {
let x = input.acceleration(Dimension.X) / 2
let y = input.acceleration(Dimension.Y) / 2
let z = input.acceleration(Dimension.Z) / 2
strip.setPixelColor(0, x, y, -z);
strip.shift(1);
strip.show();
basic.pause(100);
}
```

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@ -1,119 +0,0 @@
/**
* Functions to operate NeoPixel strips.
*/
//% weight=5 color=#2699BF
namespace neopixel {
//% shim=sendBufferAsm
function sendBuffer(buf: Buffer, pin: DigitalPin) {
}
/**
* A NeoPixel strip
*/
export class Strip {
buf: Buffer;
pin: DigitalPin;
brightness: number;
/**
* Set give LED to a given color (range 0-255 for r, g, b)
*/
//% blockId="neopixel_set_pixel_color" block="%strip|set pixel color at %ledoff|red: %red|green: %green|blue: %blue" blockGap=8
//% weight=80
setPixelColor(ledoff: number, red: number, green: number, blue: number): void {
ledoff = ledoff * 3;
let br = this.brightness;
if (br < 255) {
red = (Math.clamp(0, 255, red) * br) >> 8;
green = (Math.clamp(0, 255, blue) * br) >> 8;
blue = (Math.clamp(0, 255, blue) * br) >> 8;
}
let buf = this.buf;
buf[ledoff + 0] = Math.clamp(0, 255, green);
buf[ledoff + 1] = Math.clamp(0, 255, red);
buf[ledoff + 2] = Math.clamp(0, 255, blue);
}
/**
* Send all the changes to the strip.
*/
//% blockId="neopixel_show" block="%strip|show" blockGap=8
//% weight=79
show() {
basic.pause(1)
sendBuffer(this.buf, this.pin);
}
/**
* Turn off all LEDs.
*/
//% blockId="neopixel_clear" block="%strip|clear"
//% weight=76
clear(): void {
this.buf.fill(0);
}
/**
* Gets the number of pixels declared on the strip
*/
//% blockId="neopixel_length" block="%strip|length" blockGap=8
//% weight=60
length() {
return this.buf.length / 3
}
/**
* Set the brightness of the strip, 0-255. eg: 255
*/
//% blockId="neopixel_set_brightness" block="%strip|set brightness %brightness" blockGap=8
//% weight=59
setBrigthness(brightness: number): void {
this.brightness = brightness;
}
/**
* Shift LEDs forward and clear with zeros.
* @param off number of pixels to shift forward, eg: 1
*/
//% blockId="neopixel_shift" block="%strip|shift pixels forward by %off" blockGap=8
//% weight=40
shift(off: number = 1): void {
this.buf.shift(-off * 3)
}
/**
* Rotate LEDs forward.
* @param off number of pixels to rotate forward, eg: 1
*/
//% blockId="neopixel_rotate" block="%strip|rotate pixels forward by %off" blockGap=8
//% weight=39
rotate(off:number = 1): void {
this.buf.rotate(-off * 3)
}
/**
* Set the pin where the neopixel is connected, defaults to P0.
*/
setPin(pin: DigitalPin): void {
this.pin = pin;
pins.digitalWritePin(this.pin, 0)
basic.pause(50)
}
}
/**
* Create a new NeoPixel driver for `numleds` LEDs.
* @param pin the pin where the neopixel is connected.
* @param numleds number of leds in the strip, eg: 24,30,60,64
*/
//% blockId="neopixel_create" block="neopixel create|at pin %pin|with %numleds leds"
//% weight=90
export function create(pin: DigitalPin, numleds: number): Strip {
let strip = new Strip();
strip.buf = pins.createBuffer(numleds * 3);
strip.setBrigthness(255)
strip.setPin(pin)
return strip;
}
}

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@ -1,47 +0,0 @@
let strip = neopixel.create(DigitalPin.P0, 24);
let br = 100;
strip.setBrigthness(100);
input.onButtonPressed(Button.B, () => {
br = br + 20;
if (br > 255) {
br = 5;
}
strip.setBrigthness(br);
});
let rotationMode = false;
input.onButtonPressed(Button.A, () => {
rotationMode = !rotationMode;
if (rotationMode) {
basic.showLeds(`
. # # # .
# . . . #
# . . . #
# . . . #
. # # # .
`);
} else {
basic.showLeds(`
. . # . .
. . . # .
# # # # #
. . . # .
. . # . .
`);
}
});
while (true) {
let x = input.acceleration(Dimension.X) / 2
let y = input.acceleration(Dimension.Y) / 2
let z = input.acceleration(Dimension.Z) / 2
if (rotationMode) {
strip.rotate();
} else {
strip.setPixelColor(0, x, y, -z);
strip.shift(1);
}
strip.show();
basic.pause(100);
}

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@ -1,26 +0,0 @@
{
"name": "neopixel",
"description": "AdaFruit NeoPixel driver for micro:bit",
"files": [
"README.md",
"neopixel.ts",
"sendbuffer.asm"
],
"testFiles": [
"neotest.ts"
],
"yotta": {
"config": {
"microbit-dal": {
"bluetooth": {
"enabled": 0
}
}
}
},
"public": true,
"dependencies": {
"microbit": "file:../microbit"
},
"installedVersion": "fgluxh"
}

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@ -1,67 +0,0 @@
sendBufferAsm:
push {r4,r5,r6,r7,lr}
mov r4, r0 ; save buff
mov r6, r1 ; save pin
mov r0, r4
bl BufferMethods::length
mov r5, r0
mov r0, r4
bl BufferMethods::getBytes
mov r4, r0
; setup pin as digital
mov r0, r6
movs r1, #0
bl pins::digitalWritePin
; load pin address
mov r0, r6
bl pins::getPinAddress
ldr r0, [r0, #8] ; get mbed DigitalOut from MicroBitPin
ldr r1, [r0, #4] ; r1-mask for this pin
ldr r2, [r0, #16] ; r2-clraddr
ldr r3, [r0, #12] ; r3-setaddr
cpsid i ; disable irq
b .start
.nextbit: ; C0
str r1, [r3, #0] ; pin := hi C2
tst r6, r0 ; C3
bne .islate ; C4
str r1, [r2, #0] ; pin := lo C6
.islate:
lsrs r6, r6, #1 ; r6 >>= 1 C7
bne .justbit ; C8
; not just a bit - need new byte
adds r4, #1 ; r4++ C9
subs r5, #1 ; r5-- C10
bcc .stop ; if (r5<0) goto .stop C11
.start:
movs r6, #0x80 ; reset mask C12
nop ; C13
.common: ; C13
str r1, [r2, #0] ; pin := lo C15
; always re-load byte - it just fits with the cycles better this way
ldrb r0, [r4, #0] ; r0 := *r4 C17
b .nextbit ; C20
.justbit: ; C10
; no nops, branch taken is already 3 cycles
b .common ; C13
.stop:
str r1, [r2, #0] ; pin := lo
cpsie i ; enable irq
pop {r4,r5,r6,r7,pc}

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@ -185,7 +185,6 @@ Functions in this category require to be connected to a remote device.
### Libraries
* [game library](/js/game-library)
* [serial library](/js/serial-library)
### ~

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@ -47,7 +47,6 @@ Learn how to create a guessing game with **global variables** `var str: "this is
* **on screen down** [read more...](/functions/on-screen-down)
* **on screen up** [read more...](/functions/on-screen-up)
* **math random** : [read more...](/js/math)
* **game library** [read more...](/js/game-library)
## Resources

View File

@ -1,6 +1,6 @@
{
"name": "pxt-microbit",
"version": "0.2.192",
"version": "0.3.4",
"description": "BBC micro:bit target for PXT",
"keywords": [
"JavaScript",
@ -29,6 +29,6 @@
"typescript": "^1.8.7"
},
"dependencies": {
"pxt-core": "0.2.202"
"pxt-core": "0.3.7"
}
}

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@ -7,8 +7,7 @@
"libs/microbit",
"libs/microbit-radio",
"libs/microbit-devices",
"libs/microbit-bluetooth",
"libs/neopixel"
"libs/microbit-bluetooth"
],
"cloud": {
"workspace": false,