Switch Debouncing

In the LED Toggle with a Push-Button Switch post, I have explained how electro-mechanical devices, such as push-button switches, do not close or open an electrical circuit instantaneously, causing electrical noise. Every time a switch closes or opens, spring-loaded pieces of metal bounce causing the circuit to be opened and closed rapidly for a brief moment. In my previous post, I explained how to counteract switch bounce using software. In this post I will show a simple electronic solution to switch bounce using a resistor and a capacitor. In the Arduino’s Blink post we have seen that resistors are electronic devices that restrict current flow according to Ohm’s law. We will now describe a new passive electronic device, the capacitor. The featured image at the beginning of this blog post was created by Michael Maggs and edited by Richard Bartz, CC BY-SA 3.0, and can be found in the Wikimedia Commons.

Capacitors

A capacitor is a two-terminal device that can store electrical energy. It consists of two leads attached to conducting bodies that are separated from one another by an insulator, called a dielectric. Because of the dielectric, charges cannot move from of conducting body to the other within the device. Instead, charges of equal magnitude and opposite sign accumulate on each conducting body in proportion to the voltage across the device. The capacitance of a capacitor is defined as the ratio of the magnitude of the charge Q on either conducting bodies to the magnitude of the potential difference V between the two conducting bodies.

C = Q/V

It follows from its definition that the unit of capacitance is coulombs per volt. A capacitance of one coulomb per volt is said to have a value of one farad (1 F) in honor of Michael Faraday. In terms of quantity of electrons, one coulomb corresponds to 6.25×1018 electrons. The most common type of capacitor consists of two conducting plates parallel to each other and separated by a distance which is small in comparison to the linear dimensions of the plates such as in the following figure. Note that the quantity of positive charges is always the same as the quantity of negative charges and that the total charge remains zero.

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In electronic schematics, capacitors are represented by two parallel lines separated by a gap with perpendicular lines attached to each parallel line representing the leads as in the following figure. Note the second representation in the middle which has a straight line and a curved one. Both representations are valid. Some capacitors are polarized, that is that one lead must always have a higher voltage than the other in order to function properly and not be damaged. A plus sign indicates the positive lead of a polarized capacitor as shown with the capacitor symbol at the right.

We have determined the relationship between charge and voltage. It would be more interesting to establish the relationship between current and voltage. It turns out that current is defined as the rate of change of charge over time. Hence, current is defined as

i = dQ/dt

Where dQ, delta charge, is the change in charge and dt, delta time, is the change in time. Current is thus defined as the quantity of charge per second, or the number of coulombs per second. One ampere, the standard unit of current is defined as one coulomb per second. Since Q = C•V, the relationship between current and voltage is

i = dQ/dt = C•dv/dt

The current in a capacitor is equal to the capacitance of the capacitor times the rate of change of voltage over time. This type of equation is called a differential equation and solving it is beyond the scope of this post. Its solution depends on the function representing the change of voltage over time. I will present, however, solutions to this equation when dealing with digital circuitry.

Within digital circuitry, we are interested in the operation of the capacitor when values in the circuit change between a logical low, 0 V, and a logical high, 5 V on an Arduino Uno, and when the values in the circuit change from a logical high to a logical low. Instantaneously switching the voltage across a capacitor requires an infinite amount of current according to the equation above. The change in time is 0 seconds, being instantaneous, resulting in a division by zero. Of course, this does not happen in reality because there are no perfect conductors and wires and device leads are always slightly resistive, limiting the current required to charge up the capacitor. Let’s find out what happens when we put an actual resistor in series with a capacitor and switch the voltage from low to high. In the following figure, the voltage across the capacitor is initially 0 V and we close a switch, applying 5 V across the resistor and capacitor.

The moment the switch is closed, the voltage across the capacitor is 0 V while the voltage across the resistor is 5 V. As explained in the Blink post, Kirchhoff’s voltage law stipulates that the sum of voltage drops along a closed-circuit loop is 0 V. In this case, the battery provides 5 V while the resistor and capacitor drop 5 V together. At the moment the switch is closed and as the capacitor’s charges start accumulating on its conducting bodies, the current through the circuit is I = V/R, following Ohm’s law. As charges accumulate in the capacitor, the voltage across the capacitor increases and the voltage across the resistor decreases. Eventually, after a long time, the voltage across the capacitor reaches 5 V while the voltage across the resistor becomes 0 V and current ceases flowing in the circuit. Charges start by accumulating fast and as time goes by and as current becomes smaller and smaller, charges within the capacitor accumulate at a slower and slower rate. Intuitively, we can draw a graph of the voltage across the capacitor as time goes by as follows.

We have seen the behavior of a capacitor as it accumulates charges, or charges up, through a resistor. Let’s now see what happens when a capacitor discharges through a resistor. In the following figure, the voltage across the capacitor is initially 5 V and we close a switch, applying 5 V across the resistor as we close the circuit.

The moment the switch is closed, the voltage across the resistor reaches 5 V. Again, Kirchhoff’s voltage law stipulates that the sum of voltage drops along a closed-circuit loop is 0 V. In this case, the capacitor provides 5 V while the resistor drops 5 V. At the moment the switch is closed and as the capacitor’s charges start to flow out of its conducting bodies, the current through the circuit is I = V/R, following Ohm’s law. As charges flow out of the capacitor, the voltage across the capacitor and resistor decreases. Eventually, after a long time, the voltage across both capacitor and resistor reaches 0 V and current ceases flowing in the circuit. Charges start by flowing out of the capacitor fast and as time goes by and as current becomes smaller and smaller, the capacitor discharges at a slower and slower rate. Intuitively, we can draw a graph of the voltage across the capacitor as time goes by as follows.

It turns out that the voltage across the capacitor as a function of time for the discharging capacitor through a resistor is:

VC = V0e-t/RC

Where VC is the voltage across the capacitor, V0 is the initial voltage across the capacitor, t is the time in seconds after the switch has been closed, R is the value in ohms of the resistor and C is the value in farads of the capacitor. Similarly, the voltage across the capacitor as a function of time for the capacitor charging through a resistor is:

VC = V0(1 – e-t/RC)

Where VC is the voltage across the capacitor, V0 is the voltage across the voltage source, t is the time in seconds after the switch has been closed, R is the value in ohms of the resistor and C is the value in farads of the capacitor. The product of the resistance by the capacitance, RC, is called the RC time constant and its value is in seconds. It corresponds to the time it takes for the capacitor to charge or discharge by approximately 63%.

Capacitor Devices

Capacitors are manufactured in many ways and take many size, shape and form. All capacitor devices are built around the same principle: two conductors, often in the form of plates, separated by dielectrics. Where they differ is how they are constructed and the type of dielectrics used. Most capacitors used in circuits are of one of two types: non-polarized and polarized capacitors.

Ceramic, paper and film capacitors are non-polarized capacitors that are named after the dielectric material used in the capacitor. Electrolytic capacitors are polarized capacitors that are named after the material used as the anode, the positive lead of the capacitor, such as aluminium, tantalum, niobium, and the electrolyte used as the cathode, the negative lead of the capacitor. Generally speaking, non-polarized capacitors have values smaller than one microfarad and polarized capacitors have values greater or equal to one microfarad. The following picture shows three types of capacitors.

In the picture above, the first capacitor to the left is a ceramic disk capacitor with marking 680K 1KV Z5R. The middle capacitor is a Mylar film capacitor with marking NIH153. The third capacitor is an electrolytic aluminium capacitor with marking 2200µF 25V. The first two capacitors are non-polarized capacitors while the last one is polarized with its cathode marked with a minus sign.

Markings tell us about the value and ratings of the capacitor. For the first capacitor to the left, the marking 680K is read as follows: the first two digits represent the value of the capacitor, the third digit represents the power of 10 multiplier in picofarads, 10-12 farads, for the capacitor value and the letter represents the tolerance. In this case, the capacitor has a 68×100 picofarads value, 68 pF. The K represents a capacitance value tolerance of 10%. 1KV is the voltage rating of the capacitor, 1 kilovolt. Z5R represents the temperature characteristic of the capacitor, there is a maximum capacitance value shift of +15% when temperatures range from 10˚C to 85˚C. Specifications for ceramic disk capacitors can be found here.

In the case of the polyester film capacitor, the middle one, the first two digits represent the value of the capacitor and the third digit represents the power of 10 multiplier in picofarads, 10-12 farads, for the capacitor value. In this case, the capacitor has a value of 15×103 picofarads, 15000 pF, 15 nF, or 0.015 µF. I did not find the meaning for the “NIH” marking. The markings on the electrolytic capacitor are quite explicit: it has a value of 2200 microfarads and a voltage rating of 25 volts.

Demonstrating Mechanical Bounce in a Switch

In order to demonstrate the effect of switch bounce I built a circuit and Arduino program that sequentially turns LEDs on and off every time a high to low edge is detected at one of the digital inputs of an Arduino Uno. The circuit is as follows.

In this circuit, the Arduino’s digital input/output pin 12 is connected to a push-button switch and a 10 K pull-up resistor. The other end of the pull-up resistor is connected to the 5 V supply and the other end of the switch is connected to ground. The rest of the circuit consists of 4 LEDs whose cathodes are connected to ground through 330 Ω resistors and whose anodes are connected to the Arduino’s digital input/output 8, 9, 10, and 11 respectively. The following diagram depicts how to connect the different parts using a solderless breadboard, jumper wires, four LEDs, a push-button switch, a 10 K resistor and four 330 Ω resistor.

Switch Bounce Demonstration Program

The Arduino sketch used to demonstrate switch bounce can be found on Github at https://github.com/lagacemichel/SwitchBounce. Download the sketch SwitchBounce.ino and load it in the Arduino IDE. You can also copy the following code directly into a new Arduino sketch within the IDE.

Following the usual comment at the beginning of the sketch, you will find a definition for INPORT, the input port connected to the switch, and the Boolean value switchState holding the last state of the input switch. Then LED0, LED1, LED2, and LED3, the output ports to the four LEDs, are defined followed by the definition of Boolean value litLED holding a value between 0 and 3 corresponding to the currently lit LED.

The board circuitry is prepared for use in the setup() function. The pin mode for pin INPORT is set to INPUT, which will allow us to read the switch value. The pin mode for pins LED0, LED1, LED2, and LED3 is set to OUTPUT, allowing the program to output HIGH or LOW values to the LEDs. Within setup(), switchState is set to HIGH, the switch is not being depressed, and litLED is set to 0 (zero) indicating that LED0 is lit. We finally turn LED0 on and LED1, LED2 and LED3 off using the digitalWrite() built-in function.

/*
Switch Bounce sketch
Uses four LEDs connected to digital I/O pins 8, 9, 10, and 11 to demonstrate
the effect of a mechanical switch's bounce by lighting the LEDs in sequence
everytime the switch's input goes from high to low.
MIT License
Copyright (c) 2020, Michel Lagace
*/

// Switch value will be read from pin 12
#define INPORT 12
static bool switchState = HIGH; // State of the switch

// LED values will be output on pins 8, 9, 10, and 11
#define LED0 11
#define LED1 10
#define LED2 9
#define LED3 8
static unsigned int litLED = 0; // Currently lit LED

// Setup the board.
void setup() {
  // Set Arduino<s input and output ports
  pinMode(INPORT, INPUT);
  pinMode(LED0, OUTPUT);
  pinMode(LED1, OUTPUT);
  pinMode(LED2, OUTPUT);
  pinMode(LED3, OUTPUT);

  // Initialize switch state and currently lit LED
  switchState = HIGH;
  litLED = 0;
  digitalWrite(LED0, HIGH);
  digitalWrite(LED1, LOW);
  digitalWrite(LED2, LOW);
  digitalWrite(LED3, LOW);
}

// Wait for an edge and return state
bool waitForEdge() {
  bool newValue = switchState;
  while (newValue == switchState) {
    newValue = digitalRead(INPORT);
  }
  switchState = newValue;
  return newValue;
}

// Repeat forever
void loop() {
  // Wait for a rising or falling edge
  bool value = waitForEdge();

  // Increase output on dropping edge (input is LOW when button is pressed)
  if (!value) {
    litLED++;
    if (litLED > 3) {
      litLED = 0;
    }

    // Light up the appropriate LED
    digitalWrite(LED0, litLED == 0);
    digitalWrite(LED1, litLED == 1);
    digitalWrite(LED2, litLED == 2);
    digitalWrite(LED3, litLED == 3);
  }
}

The waitForEdge() function waits until the switch value changes from its previously registered value in variable switchState to a new switch value. The function first copies the value of switchState into the newValue variable and loops, using a while loop, until the value of the switch value read using the digitalRead() built-in function becomes different. Variable switchState is set to the new switch value and the value is returned by the function.

Finally, the main loop() function repeatedly waits for a switch value change through a call to the waitForEdge() function. If the returned value is LOW, that is the push-button has been depressed making the (!value) condition true, we increment the value of litLED by one using the post increment operator ++. The post increment operator increases the value of the variable by one after all other operations in the statement have been evaluated. If the value of litLED is larger than 3 it is set to 0. The last four lines of the loop() function set the LED output pins to HIGH or LOW according to the value of variable litLED. LED0 is lit if variable litLED is 0, LED1 is lit if litLED is 1, and so forth for each LED output pin. Note that the second parameter of the digitalWrite() function takes a Boolean value. To set the digital output to HIGH, the parameter is set to true, and it is set to false to set the digital output to LOW. This allows us to use a Boolean test, such as the equality test, to set the output to the appropriate value.

Observing Switch Bounce

Without mechanical bounce, the circuit and program behaves as follows: every time the switch is depressed, the waitForEdge() function detects a change from HIGH to LOW and returns the value LOW. The main loop() function, because the returned value is LOW increments the value of variable litLED and the next LED is turned on while the currently lit LED is turned off. Each LED is turned on, in sequence, at each switch press.

However, since there is mechanical bounce, every time the switch is pressed, there is more than one HIGH to LOW transition and the litLED variable is incremented one, two, or more times making the program skip LEDs when the switch is depressed. The same phenomenon may happen when the switch is released since mechanical bounce may happen both when the switch is depressed and when it is released. Try to hit the switch several times rapidly to see it happen. Sometimes the LEDs will light in sequence and at other times LEDs will be skipped.

A Switch Debounce Circuit

Following, is the switch bounce demonstration circuit to which I have added a resistor and a capacitor. The resistor, R1, is connected on one side between the pullup resistor and the switch and on the other side to the Arduino’s input pin. The capacitor, C1, is connected between the Arduino’s input pin and ground. The voltage across the capacitor is thus applied to the Arduino’s input pin. The idea is to try to keep the voltage at the input pin LOW when the switch is depressed even though the voltage value at the switch rapidly changes from HIGH to LOW and LOW to HIGH because of mechanical bounce. Similarly, we try to keep the voltage at the input pin LOW when the switch is released for as long as there is electrical noise caused by the mechanical bounce.

As discussed in a previous post, I measured up to 4 ms worth of noise when the micro-switch in this circuit is depressed or released. Since the system is to activate upon the switch being depressed, we want the voltage across the capacitor to drop fairly fast, but remain between 0 and 1 volt, a LOW value, for at least 4 ms. As a rule of thumb, we want the voltage to drop at least 10 times faster than when it comes back up. From the equation of a charging capacitor

VC = V0(1 – e-t/RC)

We want VC to remain between 0 V and 1 V for at least 4 ms. In the previous formula for a charging capacitor, we substitue 1 V for VC, the maximum capacitor value; 5 V for V0, the supply value; 4 ms for t, the maximum time for the capacitor voltage to reach 1 V; C1 for C, the value of the capacitor; and (10 K + R1) for R, the value of the resistor while charging the capacitor. We thus get

1 V = 5 V(1 – e-4 ms/(10 K+R1)C1)

4/5 = e-4 ms/(10 K+R1)C1)

ln 4/5 = -4 ms/(10 K+R1)C1

(10K +R1)C1 = -4 ms/ln 0.8

From the previous formula for a discharging capacitor

VC = V0e-t/RC

We want the capacitor voltage to reach 1 V, the maximum voltage for a LOW, in less than 0.4 ms. So, using the formula for the discharging capacitor, we substitute 1 V for VC maximum capacitor value; 5 V for V0, the initial capacitor voltage; 0.4 ms for t, the maximum time for the capacitor voltage to reach 1 V; C1 for C, the value of the capacitor; and R1 for R, the only resistor through which the capacitor discharges when the switch is depressed. We get

1 V = 5 Ve-0.4 ms/R1C1

1/5 = e-0.4 ms/R1C1

ln 1/5 = -0.4 ms/R1C1

R1C1 = -0.4 ms/ln 0.2

Hence we get two equations

10 K C1 + R1C1 = -4 ms/ln 0.8

R1C1 = -0.4 ms/ln 0.2

Substituting -0.4 ms/ln 0.2 for R1C1 in the first equation, we get

10K C1 – 0.4 ms/ln 0.2 = -4 ms/ln 0.8

C1 = (0.4 ms/ln 0.2 – 4 ms/ln 0.8)/10 K

C1 = 1.7 µF

C1 is approximately equal to 1.7 µF (microfarads). The standard capacitor value closest to 1.7 µF is 2.2 µF. Substituting 2.2 µF for C1 in the second equation, we get

R1 = -0.4 ms/(2.2 µF ln 0.2)

R1 is approximately equal to 112 Ω. The standard resistor value closest to 112 Ω is 100 Ω. In order to cope with a maximum switch bounce of 4 ms, we modify the circuit with C1 set to 2.2 µF and R1 set to 100 Ω. In the following circuit diagram, notice that the capacitor symbol has changed and that the capacitor is now polarized. This is because when capacitors have a value larger than 1 µF we generally use polarized capacitors such as electrolytic capacitors.

The following graph depicts what happens to the mechanical noise after the resistor and capacitor are added to the circuit. In blue, we have the voltage across the switch. Notice the two 1 ms spikes when the switch is depressed and the 1 ms downward spike 3 ms after the switch has been released. In orange, we have the voltage across the capacitor. Notice how all spikes have been flattened below 1 volt and how relatively quickly the voltage drops when the switch is depressed. It takes approximately 0.4 ms for the capacitor to discharge to 1 V when the switch is depressed. Conversely, it takes about 20 ms for the capacitor to charge to 3 volts, a HIGH value, after the switch has been released, limiting the number of successive switch activation to approximately 40 switch closures a second, which is more than acceptable.

The following picture depicts how to connect the different parts of the electronic debounce demonstration circuit using a solderless breadboard, jumper wires, four LEDs, a push button, a 2.2 µF capacitor, a 100 Ω resistor, a 10 K resistor and four 330 Ω resistor. Note that the lead aligned with the negative sign on the capacitor body is connected to ground.

Observing Switch Debounce

With the new circuit, whether there is mechanical bounce or not, the circuit and program behaves as follows: every time the switch is depressed, the waitForEdge() function detects a change from HIGH to LOW and returns the value LOW. The main loop() function, because the returned value is LOW increments the value of variable litLED and the next LED is turned on while the currently lit LED is turned off. Each LED is turned on, in sequence, at each switch press. Because the capacitor eliminates switch bounce, the LED sequence advances by only one LED every time the switch is depressed.

Programming with Class

In this project we will use a Red-Green-Blue (RGB) LED to create color sequences, morphing or stepping from one color to the next. A push-button will allow the user to switch the color sequence being displayed. RGB LEDs are used in appliances to create moods by illuminating translucent materials with varying colors. Let’s first examine the characteristics of an RGB LED.

RGB LED

RGB LEDs consist of three LEDs, one red, one green, and one blue contained in a single translucent or transparent package. Each color is controlled separately, allowing a wide gamut of colors to be created by varying the amount of electrical current flowing through each of the LEDs. The following diagram shows the RGB LED schematic and its pinout. The RGB LED portrayed is a common cathode RGB LED. Common anode RGB LEDs are also available.

RGB LED Schematic

Apart from its packaging, the RGB LED works as if it was three independent LEDs and each can be wired in a circuit the way it was done in the ‘Blink’ circuit. The following diagram shows the circuit used for this project. It contains an RGB LED as well as a push-button that will be used to switch between color sequences. Note that we are using three resistors each separately limiting current in each of the LED. If we would have put a single resistor at the common cathode junction of the LEDs, the LEDs would have still lit, but their brightness would have been impacted by other LEDs being activated or not.

The RGB LED Circuit

RGB LED Circuit

Digital I/O pin 9 is connected to the red LED; digital I/O pin 10 is connected to the green LED; and digital I/O pin 11 is connected to blue LED. All connections are made through 330Ω resistors placed between the digital I/O pin and the anode of each light emitting diode. Digital I/O pin 12 is connected to a push button that is connected to ground when depressed. A 10K pullup resistor is connected between the digital I/O pin and the 5-volt supply, ensuring a HIGH input value when the push button is not depressed.

You might have noticed the ’tilde’ character, ‘~’, associated with some of the Arduino’s digital I/O pins. These digital I/O pins are special in that not only do they support digital output as HIGH and LOW values, but they also support analog output values. Instead of being output as a constant voltage value, analog values at these pins are output as a train of on and off pulses. The ratio between on and off is determined by the analog value. This is called pulse width modulation (PWM). In the Arduino, analog output values are discrete values between 0 and 255. For an analog value of 0, the output is always off; for an analog value of 64, the output is 25% on, 75% off; for an analog value of 128, the output is 50% on and off; and for an analog value of 255, the output is always on. The brightness of each LED is proportional to the amount of on time at the digital output. The frequency of the signal at pins 9, 10, and 11 on the Arduino Uno is approximately 490Hz.

Breadboarding

The following picture depicts how to connect the different parts using a solderless breadboard, jump wires, an RGB diode, a push button, a 10K resistor and three 330Ω resistors.

Programming with Class_bb

The RGB LED Program

The purpose of the program is to display a show of colors using the RGB LED. We want the LED to change colors following a sequence of pre-selected colors. The color change can be abrupt, or gradual, depending on the sequence. Because it would be arduous to recreate the code from the code snippets in this blog, I have created a Programming with Class repository on the Git Website. Simply click on the link, then on the “Clone or Download” button to download a zipped version of the files and copy them in a folder named “ProgrammingWithClass” on your computer. You can then load the “ProgrammingWithClass.ino” sketch in the Arduino Integrated Development Environment (IDE).

The program in this project can be fetched from the  Programming with Class repository on the Git Web site.

The Main Sketch

As usual, the Arduino sketch file starts with a comment stating the purpose of the program, the author and copyright notice. The program is licensed under the standard MIT license.

Next, we include two files: “rgbLed.h” and “rgbColor.h“. These files declare the rgbLed and rgbColor classes. We will cover the content of these files, what classes are, and how to program them later in this post. For now, let us simply accept that these classes exist and that we can create variables with them which I will describe shortly.

/*
Main ProgrammingWithClass sketch
Program that outputs sequences of colors to an RGB LED. The
sequence shown can be selected by a push button. This sketch
demonstrates the use of classes. It is associated with the
Programming with Class blog post on https://lagacemichel.com
MIT License
Copyright (c) 2018, Michel Lagace
*/
#include "rgbLed.h"
#include "rgbColor.h"

We have already seen an example of a class: the String class. The String class comes with the Arduino system. It allows programmers to easily work with character sequences. We already have used String classes as part of the Morse Code Generator project. One characteristic of variables created with classes is that they encapsulate, that is hide, the data that they contain. A String variable certainly contains a sequence of characters and possibly a length value, or maybe it is implemented using a null-terminated character sequence. We do not know, unless we actually look at the code implementing the String class and truly, we do not care as long as we can operate on a String. Another characteristic of variables created from classes is that we can call functions, called methods when associated to classes, directly acting upon the variable. As an example from the Morse Code Generator project, we use the length() method associated with a String as follows:

String text = "abcd";
int length = text.length();

In the code above, we create a variable text of type String, the name of the class, and initialize it with the character string “abcd”. We then create an integer variable called length and initialize it with the length, the number of characters, contained in the text variable using the length() method. The method is called by appending the variable name with a period (‘.‘) then the name of the method followed by parenthesis. Methods behave very similarly to functions and there could be parameters within the parenthesis following the method name if required. Notice the strength of variables created from classes as they behave almost like data types.

Variables created from classes are also called ‘objects‘. Along with a set of rules, design patterns, and best practices, objects are at the root of Object-Oriented Programming. Arduino software is written in C++, an object-oriented programming language that also allows C-language constructs. In the next section we will see how to use the rgbColor and rgbLed objects. Later in the blog, we will see the details of the implementation of these classes.

The rgbColor and rgbLed Classes

The rgbColor class allows programmers to create color objects based on the red, green and blue emissive color triad. Users can create a rgbColor object using the three colors or simply by declaring a rgbColor variable without stating values. rgbColor object declaration has the following forms: rgbColor color(float red, float green, float blue) or rgbColor color. Following are examples of rgbColor object declarations.

rgbColor red(1.0, 0.0, 0.0);
rgbColor black;

In the first case, a red object is created by setting the red component to 1.0 and the green and blue components to 0.0. Color components are set to floating point values between 0.0 and 1.0, from completely off to completely on. A rgbColor object can also be created without any component, in which case all components are set to 0.0, corresponding to black. rgbColor objects can also be created from other rgbColor objects, or by assigning a rgbColor object to another.

rgbColor darkRed(0.25, 0.0, 0.0);
rgbColor anotherRed(red);
anotherRed = darkRed;

rgbColor object anotherRed is created as a copy of object red, then assigned the value of just created rgbColor object darkRed. rgbColor also sports three methods to obtain the values, between 0.0 and 1.0, of each color component making up the color stored in a rgbColor object. The following depicts these methods.

float r = darkRed.red();
float g = darkRed.green();
float b = darkRed.blue();

Methods, as shown above, are function names following an object name, separated by a period (‘.‘). The rgbColor class supports one more method, the gradate() method.

rgbColor blue(0.0,0.0,1.0);
rgbColor green(0.0,1.0,0.0);
rgbColor cyan;
cyan.gradate(blue,green,0.5);

The gradate() method assigns to the rgbColor object a color between the first and second color specified, scaled according to the third function parameter, the gradient. The gradient specifies the amount mixed from each color according to the formula

Color = (1.0 – Gradient)•Color1 + Gradient•Color2

A value of 0.0 makes the resulting color equal to the first color, C1; a value of 1.0 makes the resulting color equal to the second color, C2; a value between 0.0 and 1.0 makes the resulting color a combination of both colors according to the gradient specified.

The program uses objects from a second class, the rgbLed class. Each rgbLed object represents an external RGB LED and the actual Arduino pins associated with it. There is no default value possible and three PWM capable digital output pins must be specified to create a rgbLed object.

rgbLed device(8,9,10);

In this line of code, a rgbLed variable is created for an RGB LED whose red LED is connected to the Arduino’s digital pin 8, whose green LED is connected to digital pin 9 and whose blue LED is connected to digital pin 10. The rgbLed class supports only one method, the set() method which assigns a rgbColor object to the rgbLed object.

rgbColor orange(1.0,0.2,0.0);
rgbLed device(8,9,10);
device.set(orange);

In this code snippet, we create the orange rgbColor object, the rgbLed device object representing the external RGB LED attached to the Arduino pins 8, 9 and 10, and we set the external RGB LED to light up orange.

Next in the Main Sketch

Back to the program, we define the RGB LED digital output pins, then the push-button digital input pin. We then set constants to cycle through colors in 10 seconds in 1000 steps, 10 milliseconds per step. We then initialize the global variable that keeps track of the color cycle step.

Next, we use a construct that was never used before, the enumerated type. Enumerated types declare sequences of value names making up an enumeration of things. Enumerated types are themselves named, allowing variables to be created using the enumerated type name. Enumerated types are declared using the enum reserved word followed by the enumerated type name, followed by an enumeration of names separated by commas and enclosed in curly brackets. The whole construct is followed by a semicolon.

In the code below, an enumerated type called colorScheme has the following enumerated value names: nothing, wheel, rainbow, all, and white. In Arduino’s memory, enumerated type value names are encoded as integers starting at 0. Hence, setting a colorScheme variable to rainbow will assign it the value 2 and setting a colorScheme variable to white will assign it the value 4. We added an extra value at the end of the enumeration, numberOfSchemes. It gets assigned the value 5, which is the number of actual color schemes in the list. Following the enumeration is a variable declaration making scheme a colorScheme variable initialized with nothing.

// RGB LED pins
#define REDPIN   9
#define GREENPIN 10
#define BLUEPIN  11

// Pushbutton pin
#define PUSHBUTTON 8

// Constants used to control timings
const int colorCycle = 1000;
const float cycleTime = 10.0;
const int stepTime = cycleTime/colorCycle*1000;
// Color step counter
static int colorStep = 0;

// Color scheme names
enum colorScheme {nothing,
                  wheel,
                  rainbow,
                  all,
                  white,
                  numberOfSchemes
};
static colorScheme scheme = nothing;

//Push Button current value
bool pushButton = HIGH;

// Global LED object
static rgbLed led(REDPIN,GREENPIN,BLUEPIN);

// Array of color sequences made of rgbColor objects
static const rgbColor wheelColors[] = 
  {redColor,yellowColor,greenColor,cyanColor,blueColor,magentaColor};
static const rgbColor rainbowColors[] = 
  {redColor,orangeColor,yellowColor,greenColor,blueColor,
   purpleColor,blackColor};
static const rgbColor allColors[] =
  {redColor,greenColor,blueColor,yellowColor,cyanColor,magentaColor,
   orangeColor,purpleColor,whiteColor,blackColor};

Following the enumerated type variable is a Boolean variable holding the current input value of the push-button. It is initialized to HIGH. As in the Toggle Push-Button blog post, we are interested in the moment the button is pushed as it goes from HIGH to LOW. After, we declare the variable led representing the external RGB LED connected to three Arduino digital output pins that support pulse width modulation. Then, we declare constant arrays of rgbColor values, three in all. Each array corresponds to a color sequence we want displayed at the RGB LED. The color values such as redColor and cyanColor are constants that are declared within the rgbColor class header file. The following RGB color constants have been declared:

  • redColor
  • greenColor
  • blueColor
  • yellowColor
  • cyanColor
  • magentaColor
  • orangeColor
  • purpleColor
  • whiteColor
  • blackColor

Computing the Color of the RGB LED

The main Arduino sketch contains two functions: glideThrough() and stepThrough(). Both functions take two parameters, the color array containing the sequence of colors to glide or step through, and an integer containing the number of colors in the array.

In these functions, each color gradient, or solid color depending on the function, is displayed for the same amount of time, depending on the number of colors in the array. The gradientSpan variable contains the number of steps out of the total number of steps to spend between two colors.

For the glideThrough() function, we select the index of the colors between which we will gradually morph. The first color is selected according to the current step in the color cycle. The second color is the next color in the array. If we have reached the end of the color array, the second color is set to the first color in the array, starting a new color cycle. This is done using the modulo operator ‘%‘, that provides the remainder of the division with the number of values in the array. The gradient value is set to a value between 0.0 and 1.0 corresponding to the step position between the two colors we want to blend, or glide through. Finally, we compute the color blend using the gradate() method of a rgbColor object and then assign the rgbColor object to the rgbLed led object using the set() method.

For the stepThrough() function, we select the color to display according to the current step in the color cycle. We create a rgbColor object initialized with the appropriate color in the color array and assign the rgbColor object to the rgbLed led object using the set() method.

// Glide through colors
void glideThrough(rgbColor colorArray[],int arraySize) {
  // Initialize color gradients
  float gradientSpan = (float)colorCycle/(float)arraySize;

  // Compute color array indices and gradient between colors
  int gradateFrom = colorStep/gradientSpan;
  int gradateTo = (gradateFrom + 1)%arraySize;
  float gradient = colorStep/gradientSpan - (float)gradateFrom;

  // Gradate between the two colors
  rgbColor color;
  color.gradate(colorArray[gradateFrom],colorArray[gradateTo],gradient);
  led.set(color);
}

// Step through colors
void stepThrough(rgbColor colorArray[],int arraySize) {
  // Initialize color gradients
  float gradientSpan = (float)colorCycle/(float)arraySize;

  // Compute color array indeces and gradient between colors
  int colorIndex = colorStep/gradientSpan;

  // Set the color according to time
  rgbColor color(colorArray[colorIndex]);
  led.set(color);
}

Main Sketch Setup

In the setup() function of the main sketch, we setup the push-button digital input pin. The RGB LED digital output pins are setup as part of the rgbLed object construction that we will see later in the post.

// Setup push button pin
void setup() {
  // Setup pin modes
  pinMode(PUSHBUTTON,INPUT);
}

Main Sketch Loop

The first thing we do in the sketch’s loop() function is to display colors according to the selected scheme. This is done through a series of if else statements, selecting the appropriate scheme. If scheme is nothing or white, the RGB LED is set to black or white respectively. If scheme is wheel or rainbow, the RGB LED is set to gradually morph from one color to the next of the wheelColors and rainbowColors respectively. If scheme is all, the RGB LED steps through all available color values. Anything else is a programming error and would set the RGB LED to a solid red color.

Next, we check if the push-button has changed state. If so, and if the old value is HIGH, making the transition from HIGH to LOW, we select the next color scheme. If scheme goes beyond the number of schemes, it is reset to nothing. Upon change of the color scheme, the color step is reset to zero. Upon a change of state of the push-button, the old push-button value is set to the new one.

Finally, we wait the computed step duration before starting the next step. This delay also serves as a de-bounce delay. We then increment the color step and cycle back to zero if the we have reached the end of the color cycle.

// Main loop. Repeatedly through color sequences
void loop() {
  // Output color according to selected scheme
  if (scheme == nothing) {
    led.set(blackColor);
  }
  else if (scheme == wheel) {
    glideThrough(wheelColors,sizeof(wheelColors)/sizeof(rgbColor));
  }
  else if (scheme == rainbow) {
    glideThrough(rainbowColors,sizeof(rainbowColors)/sizeof(rgbColor));
  }
  else if (scheme == all) {
    stepThrough(allColors,sizeof(allColors)/sizeof(rgbColor));
  }
  else if (scheme == white) {
    led.set(whiteColor);
  }
  else { // Program error, this should never happen
    led.set(redColor);
  }
  // Detect if button is going from HIGH to LOW. If so, select next
  // color scheme
  if (digitalRead(PUSHBUTTON) != pushButton) {
    if (pushButton) {
      colorScheme = colorScheme + 1;
      if (colorScheme >= numberOfSchemes) {
        colorScheme = nothing;
      }
      colorStep = 0; 
    }
    pushButton = !pushButton;
  }

  // Wait a bit, then proceed to next color step
  delay(stepTime);
  colorStep++;
  if (colorStep >= colorCycle) {
    colorStep = 0;
  }
}

Object-Oriented Programming

Classes are at the heart of object-oriented programming. They allow programmers to combine data structures, attributes, with code constructs, methods. It allows information collections to be treated as data types. This what we will see in the next sections. We will describe two classes, rgbColor and rgbLed. In C++, classes are declared in header files and code is developed in class implementation files. The header file, ending with the .h file type, contains the interface to objects created from the class while the implementation file, ending with the .cpp file type, contain the code of the different methods associated with objects of the class.

In order to act as data types, classes need to define a few methods that are called whenever an object is created, deleted, or assigned to. If not provided, C++ creates these methods by default. These methods are

  • the default constructor
  • the destructor
  • the copy constructor
  • the assignment operator

Classes that systematically declare these methods are said to follow the orthodox canonical class form. The default constructor is called whenever a new object is created from the class without any parameter or initial values. Its syntax is simply the name of the class followed by parenthesis.

className();

The destructor is called whenever an object goes out of scope, such as when a function exits. It allows the system to release memory and to relinquish links to other objects. Its syntax is the class name preceded by the tilde (~) symbol and followed by parenthesis.

~className();

The copy constructor allows an object of a class to be constructed from another object of the same class. Its syntax is the name of the class followed by a reference to a constant object of the same class within the method’s parenthesis. The & after the class name signifies that a reference to the object is passed to the function instead of a copy. The const keyword signifies that the object referenced cannot be modified.

className(const className&);

The assignment operator allows an object to be assigned from another one of the same class. Its syntax is a reference to a class name followed by operator = followed by a reference to a constant object of the same class within the method’s parenthesis. Here again, the ampersand signifies that we are passing and returning a reference to an object instead of a copy of the object. This is more efficient, especially if objects contain a lot of information.

className& operator = (const className&);

Within the class declaration, methods and attributes that are available outside of the class’ code are declared public. Within the class declaration, anything following a public: declaration is visible and usable by all code outside and within the class. Within the class declaration, anything following a private: declaration is only visible to code within the class. Generally speaking, attributes, that is variables within the class, are in a private section of the class declaration. Sometimes, we do not want the default constructor, copy constructor, or assignment operator to be automatically generated by the compiler and we do not want to provide them to class users. This is achieved by putting them in the private section of the class.

The following sections contain header files and implementation files for the rgbColor and rgbLed classes. Consult a C++ primer to better understand classes in C++.

rgbColor.h Header File

The rgbColor header file defines the rgbColor class. C++ and .ino files that want to use objects of the rgbColor class must include this file using the ‘#include‘ statement. The header file contains the class definition that declares a default constructor, a destructor. a copy constructor and an assignment operator within its public section. A constructor from red, green, and blue floating point components is also declared. Three accessor methods, red(), green() and blue() are declared to return the floating point value of each color component. Finally, the gradate() method explained earlier in the post is declared.

Then follows a private section containing the color components declared as bytes. Although colors are set and accessed as floating-point values between 0.0 and 1.0, they are stored as integer values between 0 and 255 in order to save memory space.

Finally, a set of constant rgbColor objects are created that contain the red, green, blue, yellow, cyan, magenta, orange, purple, white and black colors.

/*
rgbColor class (header)
Class rgbColor stores a color and operates on it.
MIT License
Copyright (c) 2018, Michel Lagace
*/
#if !defined(RGBCOLOR_HEADER)
#define RGBCOLOR_HEADER
#include "arduino.h"

// Class rgbColor
class rgbColor {
  public:
    // Orthodox Cannonical Form
    rgbColor(); // Default Constructor
    ~rgbColor(); // Destructor
    rgbColor(const rgbColor&); // Copy Constructor
    rgbColor& operator = (const rgbColor&); // Assignment operator
    // Other constructors 
    rgbColor(float r,float g,float b);
    // Object accessors (set/get)
    const float red() const;
    const float green() const;
    const float blue() const;
    // Object methods
    void gradate(const rgbColor c1, const rgbColor c2, float g);
  private:
    // Color components
    byte redComponent;
    byte greenComponent;
    byte blueComponent;
};

// Global constant colors 
static const rgbColor redColor(1.0,0.0,0.0);
static const rgbColor greenColor(0.0,1.0,0.0);
static const rgbColor blueColor(0.0,0.0,1.0);
static const rgbColor yellowColor(1.0,0.6,0.0);
static const rgbColor cyanColor(0.0,1.0,1.0);
static const rgbColor magentaColor(1.0,0.0,0.5);
static const rgbColor orangeColor(1.0,0.1,0.0);
static const rgbColor purpleColor(0.2,0.0,0.2);
static const rgbColor whiteColor(1.0,1.0,1.0);
static const rgbColor blackColor(0.0,0.0,0.0);
#endif

rbgColor.cpp Implementation File

The rgbColor implementation file contains the implementation of all methods, including constructors, destructor, assignment operator, declared in the header file. All method names within the file are prefixed with the class name followed by two colons. In the case of the rgbColor class, all its methods are prefixed with rgbColor::. We will describe each method in turn.

The default constructor rgbColor::rgbColor() initializes all color components to zero. The destructor rgbColor::~rgbColor() does nothing. The copy constructor rgbColor::rgbColor(const rgbColor& color) copies each color component from the source to the current object. The assignment operator rgbColor& rgbColor::operator =(const rgbColor& color) first checks if the source being copied from is the object itself. If not, it copies each color component from the source to the current object. The assignment operator also returns a reference to the rgbColor object.

The constructor rgbColor::rgbColor(float r,float g, float b) transforms each color component from a 0.0 to 1.0 value to a 0 to 255 value. It also clamps values between 0 and 255. The method rgbColor::gradate(rgbColor c1, rgbColor c2, float g) computes the color value between c1 and c2 at the gradient g specified. The gradient is a floating-point value between 0.0 and 1.0. The resulting color is computed according to the following formula.

Color = (1.0 – Gradient)•Color1 + Gradient•Color2

Finally, the rgbColor::redComponent(), rgbColor::greenComponent(), and rgbColor::blueComponent() methods return the value of each component as a floating point value between 0.0 and 1.0.

/*
rgbColor class (implementation)
Class rgbColor stores a color and operates on it
MIT License
Copyright (c) 2018, Michel Lagace
*/

#include "rgbColor.h"

// Default constructor. Set to black.
rgbColor::rgbColor() {
  redComponent = 0;
  greenComponent = 0;
  blueComponent = 0;
}

// Destructor. Does nothing.
rgbColor::~rgbColor() {
}

// Copy constructor. Constructs a color from another.
rgbColor::rgbColor(const rgbColor& color) {
  redComponent = color.redComponent;
  greenComponent = color.greenComponent;
  blueComponent = color.blueComponent;
}

// Assignment operator. Assigns a color to another.
rgbColor& rgbColor::operator =(const rgbColor& color) {
  if (&color != this) {
    redComponent = color.redComponent;
    greenComponent = color.greenComponent;
    blueComponent = color.blueComponent;
  }
  return *this;
}

// Constructor with initializers. Initialize the color with
// the specified red, green, and blue value.
rgbColor::rgbColor(float r, float g, float b) {
  // Limit red component between 0 and 255
  if (r <= 0.0) {     redComponent = 0;   }   else if (r >= 1.0) {
    redComponent = 255;
  }
  else {
    redComponent = (byte)(r*255.0);
  }
  // Limit green component between 0 and 255
  if (g <= 0.0) {     greenComponent = 0;   }   else if (g >= 1.0) {
    greenComponent = 255;
  }
  else {
    greenComponent = (byte)(g*255.0);
  }
  // Limit blue component between 0 and 255
  if (b <= 0.0) {     blueComponent = 0;   }   else if (b >= 1.0) {
    blueComponent = 255;
  }
  else {
    blueComponent = (byte)(b*255.0);
  }
}

// Set color value as a gradient between two values.
// Color1 and color2 are the values between which the new value
// will be set as a gradient between the two values. Gradient
// is a value between 0 and 1.
void rgbColor::gradate(const rgbColor startColor,
                       const rgbColor endColor,
                       float gradient) {
  redComponent = startColor.redComponent +
    (endColor.redComponent - startColor.redComponent)*gradient;
  greenComponent = startColor.greenComponent +
    (endColor.greenComponent - startColor.greenComponent)*gradient;
  blueComponent = startColor.blueComponent +
    (endColor.blueComponent - startColor.blueComponent)*gradient;
}

// Red, green and blue accessors. Return values.

const float rgbColor::red() const {
  return redComponent/255.0;
}

const float rgbColor::green() const {
  return greenComponent/255.0;
}

const float rgbColor::blue() const {
  return blueComponent/255.0;
}

rgbLed.h Header File

The rgbLed header file defines the rgbLed class. C++ and .ino files that want to use objects of the rgbLed class must include this file using the ‘#include‘ statement. The header file contains the class definition that declares a destructor within its public section. A constructor from red, green, and blue digital output pin assignment is also declared. The set() method allows users to assign a color to a rgbLed object. The default constructor, copy constructor and assignment operator are declared in the private section and cannot be used for rgbLed objects. Then follows a private section containing the pin numbers corresponding to the red, green and blue LEDs declared as integers.

/*
rgbLed class (header)
Class rgbLed represents an external rgbLed
MIT License
Copyright (c) 2018, Michel Lagace
*/

#if !defined(RGBLED_HEADER)
#define RGBLED_HEADER

#include "rgbColor.h"

//Class rgbLed
class rgbLed {
  public:
    // Orthodox cannonical form
    ~rgbLed(); // Destructor
    // Other constructors
    rgbLed(int,int,int);
    // Color assignment of RDG LED
    void set(const rgbColor);
  private:
    // Unusable and hidden orthodox cannonical form
    rgbLed();  // Default constructor
    rgbLed(const rgbLed&); // Copy constructor
    rgbLed& operator = (const rgbLed&); // Assignment operator
  private:
    // RGB LED associated Arduino pins
    int redPin;
    int greenPin;
    int bluePin;
};

#endif

rgbLed.cpp Implementation File

The rgbLed implementation file contains the implementation of all methods declared in the public section rgbLed header file. All method names within the file are prefixed with the class name followed by two colons. In the case of the rgbLed class, all its methods are prefixed with rgbLed::.

The destructor rgbLed::~rgbLed() does nothing. The rgbLed::rgbLed(int redPin, int greenPin, int bluePin) constructor sets the specified pins as output and sets their digital value to LOW, extinguishing all LEDs. The rgbLed::set(rgbColor color) method writes an analog value between 0 and 255 corresponding to each color value to the RGB LED pins.

/*
rgbLed class (implementation)
Class rgbLed represents an external rgbLed
MIT License
Copyright (c) 2018, Michel Lagace
*/

#include "Arduino.h"
#include "rgbLed.h"

const int ANALOGMAX = 255;       // Maximum analog output value

// Destructor. Does nothing.
rgbLed::~rgbLed() {
}

// Constructor with initializers. Initalizes the LED with
// the specified red, green, and blue pins.
rgbLed::rgbLed(int r, int g, int b) {
  redPin = r;
  greenPin = g;
  bluePin = b;
  pinMode(redPin,OUTPUT);
  pinMode(greenPin,OUTPUT);
  pinMode(bluePin,OUTPUT);
  digitalWrite(redPin,LOW);
  digitalWrite(greenPin,LOW);
  digitalWrite(bluePin,LOW);
}

void rgbLed::set(rgbColor color) {
  // Output color to RGB LED
  analogWrite(redPin,color.red()*ANALOGMAX);
  analogWrite(greenPin,color.green()*ANALOGMAX);
  analogWrite(bluePin,color.blue()*ANALOGMAX);
}

Transistor Driven Relay Switch

Up to now, we have seen how to input digital (on and off) information from a simple electromechanical device, the push-button, and how to output a digital signal to an LED. What if, instead of an LED, we wanted to turn on and off an actual household light. There are obvious electrical differences between LEDs and household lights. LEDs only require a few milliamperes of current and work very well in low voltage circuits such as the 5 volts provided by an Arduino board. A household light, on the other hand, requires mains electricity, between 110 and 240 volts depending on your location, and higher currents, between 200 milliamperes and one ampere. A microcontroller digital output cannot directly provide enough power to light a household light.

Relays are electromechanical devices, like the push-button. Instead of requiring a mechanical force to push on the device to close or open a circuit, it relies on an electromagnet to pull on a metal plate to close the circuit with metal contacts with which the plate makes a connection. We can thus close or open a higher voltage and higher current circuit by applying a voltage to the relays electro-magnet that pulls on a metal plate to close the circuit.

It the following sections, we will have a look at a few electronic and electromechanical devices: the relay, the diode, and the transistor.

Relays

Relays have two distinct, electrically independent parts. The first part is an electromagnet, a coil of insulated copper wire wound around a metal bracket, the yoke, that becomes magnetic when a current is applied to it. The other part is a spring-loaded metallic plate or armature resting on metal contacts. When a current is applied to the electromagnet, enough force is applied to the armature for it to disconnect from its resting contacts and make an electrical connection with another set of metallic contacts on which the armature rests for as long as there is electrical current in the electromagnet. When current stops flowing in the electromagnet, the spring attached to the metallic armature forces it back to its initial resting position, making an electrical connection between the metallic plate and the resting contacts.

Relay Parts

Relays come in a variety of sizes and ratings. Ratings are used to select a relay to be used for specific applications. Automotive relays, for instance have rated coil voltages of 12 volts. Relays intended to be used in household appliances have rated coil voltages of 120 or 240 volts. Following is a list of relay coil ratings supplied by manufacturers.

  • Rated Coil Voltage – the voltage that is intended to be applied to the coil to operate the relay.
  • Pull-In Voltage – the minimum voltage that can be applied to the coil for it to operate the relay.
  • Drop-Out Voltage – the voltage below which an activated relay will return to its resting state.
  • Maximum Continuous Voltage – the maximum voltage to be applied to the coil above which permanent damage occurs.
  • Nominal Operating Current – current flowing through the coil when the rated coil voltage is applied.
  • Nominal Operating Power – the power used by the coil when the rated coil voltage is applied.
  • Coil Resistance – the continuous current resistance of the coil in ohms.

Within circuit diagrams, the electromechanical relay is represented as a coil and contacts as in the following diagram depicting normally open and normally closed relay forms.

Relays

Relay contacts have ratings stating the relay’s intended use. Following are relay contact ratings supplied by manufacturers.

  • Contact Forms – the contact mechanism and the number of contacts in the contact circuit.
    • Form A – normally open (N.O.) contact.
    • Form B – normally closed (N.C.) contact.
    • Form C – changeover contacts.
    • MBB – Make-Before-Break contacts where normally open contacts close before normally closed contacts break open.
  • Rated Switching Power – the intended use value in watts of the load that can switched by the contacts.
  • Maximum Switching Voltage – maximum voltage that can safely be switched by the contacts.
  • Maximum Switching Current – maximum current that can safely be switched by the contacts.
  • Maximum Switching Power – the maximum power to be switched by contacts above which damage may occur.

For the current project, we will use a 5 volts miniature relay, the FRS10C-S12, to turn on and off a household lamp. This relay has the following coil characteristics:

  • Rated coil voltage of 5 volts.
  • Pull-in voltage of 3.75 volts.
  • Pull-out voltage of 0.5 volts.
  • Nominal operating current of 70 mA.
  • Coil resistance of 70 Ω.

It has the following contact characteristics:

  • Form C contact form, changeover contacts.
  • Contact rating of 12A at 125VAC (1,500W) or 10A at 250VAC (2,500 W)

The chosen relay’s coil operates on 5 volts, suitable for an Arduino provided power supply, but requires 70 mA to operate, which is much larger than the rated output current of 20 mA that each Arduino digital output can provide. We need a device that can boost the current provided by the digital output pin to drive the relay coil. That device is a transistor.

Transistors

Transistors are semiconductor devices used to amplify or switch electronic signals and electrical power. There are many types of transistors, but the most common is the bipolar junction transistor (BJT). There are two types of bipolar junction transistors, the NPN and PNP types, describing the material and configuration used to build the device. For the current project and tutorial, we will use an NPN transistor. There are several configurations that transistor circuits may use. In order to explain how the transistor operates, I will be using the common-emitter configuration, that is a transistor circuit with its emitter directly connected to ground. Consider the following circuit.

NPN Transistor

The transistor, labelled Q1, is at the center of the diagram. It is represented by a circle with a vertical bar from which three branches are attached. The diagonal branch at the top is called the collector. It is connected to a resistor, RLoad, representing the device to be switched on or off. The branch to the left of the transistor symbol, perpendicular to the bar is called the base. It is connected to a resistor, RBase, that controls the current flowing into the base. Finally, the diagonal branch with the arrow pointing outward is the emitter. If the arrow had been pointing towards the bar inside the symbol, we would have a PNP transistor. In this circuit, the emitter is connected to ground. The principle of operation of the transistor is that a small current flowing from the base to the emitter of the transistor will allow a larger current flowing from the collector to the emitter, thus amplifying the base current.

Transistors, like other electronic devices, have specifications telling us about the electrical limitations of the devices as well as information about their capabilities. In the circuit that we will build later on, we will use a BC337-40 NPN Bipolar Junction Transistor. I have found the following information from the product data sheet provided at SparkFun.

  • Maximum Collector-Base Voltage |VCES| – 50 V, the maximum voltage drop between the collector and the base.
  • Maximum Collector-Emitter Voltage |VCEO| – 45 V, the maximum voltage drop between the collector and the emitter.
  • Maximum Emitter-Base Voltage |VEBO| – 5 V, the maximum reverse voltage drop between the emitter and the base.
  • Maximum Collector Current |IC| – 800 mA, the maximum amount of current that can flow through the collector.
  • Power Dissipation |PD| – 650 mW, the power dissipation of the device.
  • Forward Current Transfer Ratio |hFE|, minimum – 250, the minimum amount of current amplification between the base current and the collector current.
transistor cbe

Here is a picture of the BC337-40 transistor above. It comes in a TO-92 package, a small plastic half cylinder with a flat face on which the transistor markings are written and three metal pins sticking out at the bottom of the package. When the transistor’s flat face is facing the reader, the collector pin is at the left side of the transistor, the base is the center pin, and the emitter pin is at the right side of the transistor.

Transistor Operation

One characteristic that all silicon transistors have is the forward bias voltage required between the base and the emitter for the transistor to work. Remember that in a previous post titled the Blink circuit, we saw that the LED had a constant voltage drop across its anode and cathode. Similarly, transistor based on silicon have a voltage drop of approximately 0.7 volts between their base and emitter when in operation. Below that voltage, no current flows through the base nor the collector. When the base-emitter voltage (VBE) of the transistor is increased to 0.7 volts, current starts flowing through the base and through the collector. The base-emitter voltage remains at 0.7 volts while current flows through the base. The amount of current flowing through the collector (IC) is proportional to the current flowing through the base (IB) times the Forward Current Transfer Ratio (hFE) of the transistor.

IC = IB = 0,   if VBE < 0.7 V
IC = hFE•IB,  if VBE ≥ 0.7 V

Common Emitter

Looking at the circuit above, an increase of voltage at Vin will get VBE to increase until it reaches 0.7 volts. Since no current flows through RBase, the voltage drop across the resistor is 0 volts and VBE = Vin. While VBE is less than 0.7 volts, the transistor is said to be in cut-off mode. As Vin is increased beyond 0.7 volts, current starts flowing through the base and collector, making the transistor enter the normal amplification operation mode. Following Ohm’s law, I = V / R, and since the current going through the base is the same as the current through the base resistor

IB = (Vin – 0.7 V) / RBase

In the normal amplification operation mode, the voltage across the load resistance RLoad, VLoad, is proportional to the collector current, itself proportional to the base current.

VLoad = IC•RLoad
VLoad = IB•hFE•RLoad
VLoad = ((Vin – 0.7 V) / RBase)•hFE•RLoad

As the voltage across RLoad increases, the voltage across the transistor’s collector and emitter pins decreases until VCE reaches 0 volts. At that point, any increase in the base current has no effect on the collector current and the transistor is said to have reached saturation. At saturation, we have:

IC = VCC / RLoad

The load to be turned on and off is the relay described earlier with a coil resistance of 70 Ω for a supply of 5 volts. At saturation, the collector current is 5 V / 70 Ω or approximately 71 mA. When connecting the base of transistor to an Arduino digital output pin through the base resistor, Vin is 0 volts when a LOW is output to the digital output and 5 volts when a HIGH is output to the digital output. Another way of stating this could be that any input voltage below 2.5 volts is LOW and anything above 2.5 volts is HIGH. Hence, we want a saturated transistor when the input voltage is above 2.5 volts. Assuming a transistor hFE of 250, we can use the equation to compute VLoad from Vin to compute RBase

VLoad = ((Vin – 0.7 V)•hFE•RLoad / RBase)
RBase = (Vin – 0.7 V)•hFE•RLoad /  VLoad
RBase = (2.5 V – 0.7 V) •250•70 Ω / 5 V
RBase =  6,300 Ω

The closest resistor value in my kit is 10K, which should be close enough. Lets now build the circuit. First, we replace the resistive load by the relay coil and we replace the base resistor with a 10 K resistor. The Vin input is replaced with the Arduino’s digital output pin 11.

Transistor Relay Switch

Note the addition of a new device between the terminals of the relay’s coil. Its symbol resembles that of the LED that we saw in previous projects, but without the outward arrows. The device is called a diode. As for the LED, current flows in the direction of the arrow, from anode to cathode. The diode in this circuit serves as a protection for the transistor. The coil of the relay stores energy as it is turned on and it releases that energy when it is turned off as a voltage pulse that can damage the transistor by exceeding its maximum rated collector voltage. The diode acts as a short, preventing the spike from damaging the transistor. In normal operation, the diode does not let current through.

Let’s have a look at a graph plotting the voltage drop across the relay’s coil as a function of the voltage at the Arduino’s digital output pin.

Simple Transistor Relay Switch Plot

On the plot, we see that the voltage applied to the load is 0 volts for as long as the input voltage is below 0.7 volts. Then, as input voltage increases, voltage at the relay coil increases until the input voltage reaches approximately 3.5 volts, at which point the voltage drop across the relay’s coil reaches 5 volts and the transistor enters saturation.

The vertical blue bands represent the guaranteed LOW and HIGH voltage values output by the Arduino’s digital output pin. The top horizontal blue band represents the voltage zone in which the relay is on and the bottom blue horizontal band represents the voltage zone in which the relay is guaranteed to be off. In the diagram, we note that the relay is off for all guaranteed values for Arduino’s LOW output and that it is on for all guaranteed values for Arduino’s HIGH output.

The maximum base current is 5 V / 10 K, or 0.5 mA, a totally acceptable value for the Arduino’s digital output capability. The next step, is to connect a household device to the relay.

The Final Circuit

The relay contacts are exactly like wall switch contacts and can be used to turn on or off household appliances. In the final circuit, the relay contacts are inserted as a switch in one of the wires of a lamp’s power cord. A push-button is used to turn the lamp on and off using the Arduino program described in the LED Toggle with a Push-Button Switch post.

Connected Transistor Relay Switch

Breadboarding

The following picture depicts how to connect the different parts using a solderless breadboard, jumper wires, a transistor, a diode, a relay, a push button and two 10K resistors. Connections to the household appliance are not shown.

Transistor Driven Relay Switch_bb

The Program

The following Arduino program completes the post. Cut and paste the code in your Arduino IDE and download it to complete the project. It will toggle the lamp on and off at each press of the pus button.

/* Household Light Toggle
   Uses a transistor connected to pin LED_BUILTIN as
   a switch for a relay that toggles on and off a
   household lamp at the press of a button.
   This sketch was written by Michel Lagacé, 2018-10-08
   This code is in the public domain. */

// Button value will be read from pin 12
#define INPORT 12
#define OUTPORT 11

// Time to wait in milliseconds to consider switch debounced
#define DEBOUNCE_DELAY 10

// LED state kept across loops
static bool outputValue;

// Setup the board.
void setup() {
    pinMode(INPORT, INPUT);
    pinMode(OUTPORT,OUTPUT);
    outputValue = LOW;
    digitalWrite(OUTPORT,outputValue);
}

// Wait for an edge and return state
bool waitForEdge() {
    bool startValue = digitalRead(INPORT);
    bool newValue = startValue;
    while (newValue == startValue) {
        newValue = digitalRead(INPORT);
    }
    delay(DEBOUNCE_DELAY);
    return newValue;
}

// Repeat forever
void loop() {
    // Wait for a rising or falling edge
    bool value = waitForEdge();

    // Toggle output on dropping edge (input is LOW when button is pressed)
    if (!value) {
        outputValue = !outputValue;
        digitalWrite(OUTPORT, outputValue);
    }
}

WARNING:

The project in this post involves household mains high-voltages. Use caution whenever dealing with high-voltage wiring, including following directions carefully and following general safety practices. Safe assembly and operation of this project is the user’s responsibility. If unsure or if local laws prohibit the assembly of high-voltage circuits, get the help of a professional electrician. Do not make changes to the system while the device is plugged in.

LED Toggle with a Push-Button Switch

This new circuit is an evolution of the LED blinker circuit and program. Instead of using a delay to alternately turn the LED on and off, we are going to use a push-button to signal the system to toggle an LED on or off.

Hooking Up a Push-Button Switch to the Arduino

A push-button switch is a very simple electro-mechanical device that has a spring-loaded contact, keeping the circuit open, that is unconnected, until the button is pressed, forcing a metal piece to bridge internal contacts thus closing the electrical circuit and allowing current to flow through. The circuit re-opens as the pressure on the push button is released, preventing current from flowing.

Floating Inputs

Let’s connect normally open push-buttons as in the following diagram.

Push Button

While the button is pushed, the circuit works. S2 is connected to the power supply, providing a HIGH value to the input pin; S1 is connected to ground, providing a LOW value to the input pin. When the push-button is not depressed, what is the value at the input pin? It is undefined, neither HIGH or LOW, or possibly fluctuating between the two values as the unconnected input acts like an antenna, picking up signals from the surrounding electromagnetic noise. This situation is known as floating inputs and must be corrected.

There is a solution. As shown in the following diagram, we can connect a resistor to ground, called a pull-down resistor, for the switch connected to the power supply; or connect a resistor to the power supply, called a pull-up resistor, for the switch connected to the ground. These resistors will ensure that the value at the input pin is always in a known state.

Pull-up Pull-down
Pull-up and pull-down resistors

The value of R can be very high as the Arduino’s digital pin input impedance, that is its opposition to current when a voltage is applied, is very high.  My current SparkFun kit has 10K resistors that will do the job. Setting R to 10K will limit the current to 0.5mA (remember, V = RI, I = V/R) when the switch is closed, allowing current to flow. The Arduino offers an input pin mode that programmatically attaches a 20K pull-up resistor to the input pin, limiting the current to 0.25 mA when the switch is closed. This mode, of course, only works if the push-button is connected to ground.

The LED Toggle Circuit

The circuit that we will use is shown in the diagram below. The push-button switch is connected to the Arduino‘s input pin 12 and to a 10K pull-up resistor. The LED‘s anode is connected to digital pin 13 and its cathode, to ground through a 330Ω current limiting resistor, exactly as was done in the LED blinker circuit.

LED Toggle
LED Toggle’s complete circuit

One thing that must be said about push-buttons is that because they are electromechanical devices, the electrical contact is not instantaneous and electrical noise is produced every time the switch is closed or opened. This is caused by the way spring-loaded metal pieces bounce as they make contact with metal connectors closing the circuit within the switch. This bouncing of metal against metal makes the contact close and open repeatedly for a few milliseconds. This happens as the switch closes and as it opens. There are debouncing electronic circuits that can be used to counteract this effect. In this post, we will only use a software solution explained as part of the program below.

Breadboarding

The following picture depicts how to connect the different parts using a solderless breadboard, jumper wires, an LED, a push button, a 10K resistor and a 330Ω resistor.

LED Toggle_bb

The LED Toggle Program

You can copy the following code directly in the Arduino IDE.

Following the usual header, you will find definitions for the INPORT, input port value, and DEBOUNCE_DELAY, the time in milliseconds to allow the switch to stabilize after it changes state when it closes or opens. Finally, the Boolean value outputValue holds the on and off LED values, HIGH for turned on and LOW for turned off.

First, we prepare the board circuitry in the setup() function. The pin mode for pin INPORT is set to INPUT, which will allow us to read the switch value. Digital I/O pins on the Arduino board can be set to either output a value or input a value, not both at the same time. The circuit described previously uses a 10K pull-up resistor. We could have specified the pin to be INPUT_PULLUP instead, which would have programmatically installed a 20K pull-up resistor at the digital input pin. The pin mode for pin LED_BUILTIN is set to OUTPUT, allowing the program to output HIGH or LOW values to the LED circuitry. Within setup(), the outputValue is set to LOW and sent to the output pin, thus extinguishing the LED.

/* Light Toggle
   Uses an LED connected to pin LED_BUILTIN as a light
   source toggled on and off at the press of a button.
   This sketch was written by Michel Lagacé, 2018-09-16
   This code is in the public domain. */

// Button value will be read from pin 12
#define INPORT 12

// Time to wait in milliseconds to consider switch debounced
#define DEBOUNCE_DELAY 10

// LED state kept across loops
static bool outputValue;

// Setup the board.
void setup() {
    pinMode(INPORT, INPUT);
    pinMode(LED_BUILTIN,OUTPUT);
    outputValue = LOW;
    digitalWrite(LED_BUILTIN,outputValue);
}

// Wait for an edge and return state
bool waitForEdge() {
    bool startValue = digitalRead(INPORT);
    bool newValue = startValue;
    while (newValue == startValue) {
        newValue = digitalRead(INPORT);
    }
    delay(DEBOUNCE_DELAY);
    return newValue;
}

// Repeat forever
void loop() {
    // Wait for a rising or falling edge
    bool value = waitForEdge();

    // Toggle output on dropping edge (input is LOW when button is pressed)
    if (!value) {
        outputValue = !outputValue;
        digitalWrite(LED_BUILTIN, outputValue);
    }
}

The waitForEdge() function waits until the switch value changes from HIGH to LOW or LOW to HIGH and then returns the new switch value. The function first reads the current switch value using the digitalRead() built-in function. It then sets the newValue variable to be the same as the value just read and loops, using a while loop, until the value of the switch becomes different from the first value read. The program then waits for DEBOUNCE_DELAY milliseconds to let the switch settle. I have measured the duration of the bounce noise produced by a micro push-button switch and found that it was never more than approximately 4 milliseconds. I believe that it is therefore safe to let the switch settle for twice that amount of time. Since the switch cannot be depressed manually for more than 50 times per second, it is also safe to assume that a 10 millisecond wait will not prevent normal operation of the switch. The limitation that a 10 millisecond delay imposes is that we will not be allowed to close and open the switch within a 20 millisecond lapse of time, having to wait 10 milliseconds when the switch is closed and another 10 milliseconds when the switch is open. The waitForEdge() function returns the last switch value read.

The while loop works similarly to the for loop seen in the Morse code generator. It executes the code contained between the curly braces until the specified condition is not met, or false. Unlike the for loop, the while loop lacks initializer and post-processing statements. it has the following structure:

    while (condition) {
        // Execute the code within the curly braces
    }

Finally, the main loop() function repeatedly waits for a switch value change through a call to the waitForEdge() function. If the returned value is LOW, that is the push-button has been depressed making the!value condition true, the LED outputValue is inverted, or toggled, and then output to digital pin LED_BUILTIN.

What Next?

This circuit shows how one can read a digital value using the digitalRead() function, how switch noise can be removed with a debouncing delay, and how the while loop control structure works. You can experiment with the circuit and program to see first what happens if you remove the pull-up resistor and move your hand around the circuit. The LED will turn off or on unexpectedly without you having touched the switch. You can also try to touch the open digital input attached to the switch with your finger. The LED will start flickering as your body acts as an antenna and picks up the 50 or 60 Hz electromagnetic signals surrounding us. As another experiment, comment out the delay() line within the waitForEdge() function and depress the switch repeatedly. At some point, the LED will remain as it was, without toggling, or will briefly flicker, quickly turning on and off.