As with all projects in the book, the reaction game is designed to build up gradually. The reader is first taken through wiring up a simple circuit with a single LED and a single button, using one to trigger the other. Gradually, the complexity is increased: using the LED to trigger a countdown stopped only when the button is pushed, giving the user a look at how quickly they can react.
The project’s culmination comes with the integration of multiplayer: two buttons are used, and whichever player hits their button first is declared the winner. It’s a simple game, admittedly, but a surprisingly competitive one – and one which introduces a range of core concepts for input handling, timing, and conditional statements.
All the projects in the book, the traffic light simulator being no exception, work step-by-step in building the simplest possible incarnation of each then adding increasing complexity – and in doing so introducing new concepts. In the case of the traffic light simulator, it starts off as a simple set of three LEDs which are under timed control.
As the project progresses, the reader adds a button to act as a trigger for a pedestrian crossing – which adds the concept of threading, taking advantage of the second CPU core on the Raspberry Pi Pico’s RP2040 microcontroller – before finishing the project with a buzzer providing audible feedback for when it’s safe to cross.
This month’s The MagPi Magazine carries my six-page guide to getting started with physical computing projects using the newly-launched Raspberry Pi Pico, the first microcontroller in the Raspberry Pi family.
Taken from my book, Get Started with MicroPython on Raspberry Pi Pico: The Official Guide, the tutorial walks the reader through programming the Raspberry Pi Pico using MicroPython – starting with the physical computing equivalent of “hello, world,” lighting up an LED. No additional hardware is needed for this part: the Raspberry Pi Pico includes a surface-mount user-addressable LED at the top of the board.
The reader is then shown how solderless breadboards work, introduced to importing MicroPython libraries and handling delays, how external LEDs require resistors, how to read a button input, and finally how to put it al together into a simple circuit which can toggle the LED based on the user’s button presses.
This month’s HackSpace Magazines includes my review of an easy-to-use but surprisingly feature-rich robot from Dexter Industries: the BBC micro:bit-powered GiggleBot.
At first glance, the GiggleBot seems like a straightforward two-motor wheeled robot chassis. A closer look, though, reveals where it differs from the norm: RGB LEDs, a built-in line-following sensor, Grove headers for additional hardware, and even a pair of servo headers to add additional motion into the mix.
All this hardware is controlled from a standard BBC micro:bit microcontroller board, and doesn’t interfere with any of its existing components – meaning you’re still free to use the LED matrix display, compass, accelerometer, and Bluetooth radio, the latter even allowing you to use one BBC micro:bit as a handheld remote for another powering the robot.
For the full review you can either pop to your nearest supermarket or newsagent for a print copy of the magazine or, as with all Raspberry Pi Press publications, you can download a Creative Commons licensed digital version free of charge from the official website.
If you’ve ever wanted to tackle an electronics project but didn’t quite know where to start, my latest article for The MagPi Magazine should get you up and running: it’s a look at resources for learning beginner-level electronics.
Centred, naturally enough, around the Raspberry Pi itself, my feature walks through a number of different resources: books, including Phil King’s Simple Electronics with GPIO Zero, all-in-one electronics kits of components and project sheets, online courses, and video tutorials for everything from connected LEDs and switches to the Raspberry Pi through to core concepts surrounding precisely what electricity is and how it works.
As with all Raspberry Pi Press publications, The MagPi Issue 77 is available for free download under a Creative Commons licence from the official website, or you can pick up physical copies in your favourite newsagent, supermarket, or from the comfort of wherever you are right now via the Raspberry Pi Press Store.
Today sees the release of The Official Raspberry Pi Beginner’s Guide, my latest educational book on the remarkable single-board computer and its software and the first to be made available for free download and redistribution courtesy of a Creative Commons Attribition-ShareAlike-NoCommercial licence.
Written in partnership with Raspberry Pi Press, The Official Raspberry Pi Beginner’s Guide walks newcomers through a tour of the Raspberry Pi and what it can do, setting up both the hardware and the software, learning how to navigate the Raspbian desktop, how to write programs in Scratch 2 and Python 3, and even building custom circuits that use the Raspberry Pi’s general-purpose input-output (GPIO) header. If that weren’t enough, there are chapters on using the Sense HAT add-on board, the Raspberry Pi Camera Module, and a handy list of additional resources for when you’ve finally exhausted the book itself.
While it’s my name on the cover, this book is very much a team effort. I’d like to thank everyone at Raspberry Pi Press who was involved in its creation, from the authors of the original projects pulled in and updated in this new publication to eternally-patient project editor Phil King, fantastic technical editor Simon Long, amazing illustrator Sam Alder, and a whole host of others without whom the book would be nowhere near as good as it has turned out.
The book is available to buy now in all good newsagents, supermarkets, and bookstores, or direct from Raspberry Pi Press. The digital edition, as a Creative Commons-licensed PDF without any digital rights management (DRM) restrictions, is available from The MagPi website now.
Back in March, the release of the Raspberry Pi 3 Model B+—the Pi 3 B+ to its friends—brought a chance to take stock and review just how far the project had come since its launch via a series of benchmarks. Now the launch of the Raspberry Pi 3 Model A+ brings a bold claim: a dramatic drop in size, weight, and price over the Pi 3 B+, but without any loss in performance.
First, the Coldcard. Designed by the company behind the Opendime (reviewed in Issue 175, and dead due to an apparent design flaw a week later), the Coldcard is roughly the size of a small stack of credit cards but provides a full hardware wallet for the Bitcoin and Litecoin cryptocurrencies. At least, that’s the theory: sadly, in practice, the device proved difficult to use owing to software glitches, hardware flaws, and a lack of third-party software support which reduces you to using only one wallet package to interface with the Coldcard.
The GiggleBot, by contrast, is a significantly more polished product. While the documentation still needs work, the robot itself – featured two individually-addressable motors, a line- or light-following sensor board, RGB LEDs, and expansion potential from Grove-compatible connectors and a pair of servo headers – is exceptionally impressive, and a great introduction to basic robotics for younger programmers. Those looking to make the leap from the block-based MakeCode environment to Python, though, will discover that the two libraries are far from equivalent in terms of feature availability – something that, again, will hopefully be addressed in the future.
Finally, the Clockwork GameShell. Produced following a successful crowdfunding campaign, the device is based around a Raspberry Pi-like single-board computer dubbed the Clockwork Pi and runs a customised Linux distribution with neat menu system. Its internals, interestingly, are modular, with each contained inside a snap-together transparent plastic housing – a decision which makes for a slightly bulky Game Boy-like outer shell and, sadly, is the direct cause of some overheating problems for the system-on-chip (SoC) during more intensive games like Quake. These issues, though, are largely outweighed by sheer novelty value: a few minutes of FreeDoom in the palm of your hand is sure to raise a smile.
The full reviews can be read in Custom PC Issue 184, available from your nearest supermarket, newsagent, or digitally via Zinio and similar services.
In Hobby Tech this month, there’s a look at a project which has genuinely transformed my mornings, a tiny temperature-controlled soldering iron with a hackable firmware, and the latest brain-melting program-’em-up from Zachtronics.
Starting with the game first, Exapunks caught my eye as soon as I saw it announced by developer Zachtronics. Taking the assembler programming concept of earlier titles TIS-100 and Shenzhen-IO, Exapunks wraps them up in a 90s near-future cyberpunk aesthetic alongside a plot driven by a disease called “the phage” which turns victims into non-functional computers. Because of course it does.
Anyone familiar with Zachtronics’ work will know what to expect, but Exapunks really dials things up. From the puzzles themselves – including one inspired by an early scene in the classic film Hackers – to, in a first for the format, the introduction of real though asynchronous multiplayer on top of the standard leaderboard metrics, Exapunks excels from start to oh-so-tricky finish.
The MiniWare TS100 soldering iron, meanwhile, sounds like it could be straight from Exapunks – or, given its name, TS-100: a compact temperature-controlled soldering iron with built-in screen and an open-source firmware you can hack to control everything from default operating temperature to how long before it enters power-saving “sleep mode.” While far from a perfect design – and since supplanted by the TS80, not yet available from UK stockists – the TS100 is an interesting piece of kit, with its biggest flaw being the need to use a grounding strap to avoid a potentially component-destroying floating voltage at the iron’s tip.
Finally, the project: an effort, using only off-the-shelf software tied together in a Bash shell script, to print out a schedule of the days’ tasks on my Dymo LabelWriter thermal printer. Using the code detailed in the magazine, the project pulls together everything from weather forecasts to my ongoing tasks and Google Calendar weekly schedule – along with a word of the day and, just because, a fortune cookie read out by an ASCII-art cow.
All this, and a variety of other topics, is available in the latest Custom PC Magazine on newsagent and supermarket shelves or electronically via Zinio and similar services.
Kitronik’s :GAME ZIP 64, which will henceforth be known as the much easier to both read and type Game Zip 64, is a clever little add-on for the BBC micro:bit educational platform. Designed to mate with the BBC micro:bit’s edge connector, the Game Zip 64 adds 64 individually-addressable RGB LEDs, a major upgrade on the single-colour 25-LED matrix on the BBC micro:bit itself, buttons to form a four-way directional control pad, two fire buttons, a piezoelectric buzzer, and – interestingly – a vibration motor.
While the sample Python programs – Snake and Pong – are pretty poor, Kitronik has produced a series of lesson plans around the device which are absolutely fantastic, and put the £40 asking price well into ‘bargain’ territory for anyone looking to move on from the built-in features of the bare BBC micro:bit itself.
The Kano Pixel Kit is, on the face of it, a similar device: a matrix of 128 LEDs – twice the number of the Game Zip 64 – dominate the front, but control is limited to a function dial and a couple of buttons. It’s also Kano’s first truly standalone product, eschewing the normal Raspberry Pi for an on-board Espressif ESP-WROOM-32 microcontroller. As with the Kano Computer Kit, the Pixel Kit’s software – which, sadly, is not available for mainstream Linux, despite coming in a Raspberry Pi variant – is fantastic, but its development cost is likely behind the eyebrow-raising £75 asking price.
Finally, Mark Hardisty’s latest project – after putting his groundbreaking tome on the history of Gremlin Graphics to bed and recreating some classic artwork in Inlay – is The Classic Adventurer, a magazine dedicated to the glory days of interactive fiction. Available in print and also, all credit to him, as a free-as-in-beer DRM-unencumbered PDF download, each issue is packed with brilliant art and fascinating articles ranging from interviews to reviews with some behind-the-scenes stuff thrown in for good measure. It’s a fantastic project, and definitely one to follow.
All this, plus the usual raft of other people’s work, can be found at your nearest newsagent, supermarket, or electronically via Zinio and similar digital distribution platforms.