93 lines
3.0 KiB
Markdown
93 lines
3.0 KiB
Markdown
# Local Variables
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How to define and use local variables. #docs #var #language #variables
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### @parent language
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A variable is a place where you can store and retrieve data. Variables have a name, a [type](/microbit/blocks/types), and value:
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* *name* is how you'll refer to the variable
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* *type* refers to the kind of data a variable can store
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* *value* refers to what's stored in the variable
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### Var statement
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Use the Block Editor variable statement to create a local variable and the [assignment operator](/microbit/reference/variables/assign) to store something in the variable.
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For example, this code stores the number `2` in the `num1` variable:
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
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Here's how to define a variable in the Block Editor:
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1. Click `variables`.
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2. Change the default variable name if you like.
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3. Drag a block type on the right-side of the [assignment operator](/microbit/reference/variables/assign) and click the down arrow to change the variable name.
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The resulting code should look something like this:
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// string variable
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
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// number variable
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
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// boolean variable
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
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// image variable
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
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See [Image](/microbit/blocks/image) for info on creating and using image variables.
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The resulting code should look something like this:
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
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A variable is created for the number returned by the [brightness](/microbit/reference/led/brightness) function.
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### Using variables
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Once you've defined a variable, just use the variable's name whenever you need what's stored in the variable. For example, the following code shows the value stored in `counter` on the LED screen:
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
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To change the contents of a variable use the assignment operator. The following code sets `counter` to 1 and then increments `counter` by 10:
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
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### Why use variables?
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Variables help simplify your code. For example, instead of turning on LEDs one by one like this:
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
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You can use a variable (`i`) and a [for loop](/microbit/reference/loops/for) to plot the same series of points (`i` is incremented by 1, each time the loop repeats):
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
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### Local variables
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Local variables exist only within the function or block of code where they're defined. For example:
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
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#### Notes
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* You can use the default variable names if you'd like, however, it's best to use descriptive variable names. To change a variable name in the editor, select the down arrow next to the variable and then click "new variable".
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### Lessons
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[glowing pendulum](/microbit/lessons/glowing-pendulum), [love meter](/microbit/lessons/love-meter), [temperature](/microbit/lessons/temperature), [zoomer](/microbit/lessons/zoomer)
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### See also
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[types](/microbit/blocks/types), [assignment operator](/microbit/reference/variables/assign)
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