Cell phones have an integrated GSM module that allows them to connect to any cellular network around the world. GSM stands for Global System for Mobile Communications. In certain applications, microcontroller-based systems must be connected to the GSM network, which will allow the user to control the system by sending messages or making a call. Systems can also send messages to the user to alert or inform them of the status of the running system. In all these cases, a separate GSM module is used instead of using cell phones.
There are GSM modules available that can do serial communication with microcontroller-based systems. Communication is done by sending or receiving AT Commands with the GSM module. This particular project demonstrates how to interface a GSM module and make a call using the standard PS2 keyboard with the help of an Arduino board .
The PS2 keyboard can send the equivalent ASCII value of the key that was pressed to a host device to which it is connected. The PS2 keyboard also uses a simple synchronous serial protocol called PS2, using just two wires for communication. Due to their simplicity in interface, PS2 keyboards and GSM modules are widely used with simple microcontroller-based systems. ARDS.
Any AVR microcontroller based board that follows the standard Arduino schematic and is flashed with the Arduino bootloader can be called an Arduino board. The Arduino bootloader allows different Arduino boards to be connected and programmed with the Arduino IDE. The Arduino board used in this project is the Arduino pro-mini board and the IDE version of the arduino is 1.0.3 for Windows.
The image of the Arduino pro-mini board and Arduino IDE is shown below:
Fig. 2: Typical Arduino Pro-Mini board
Fig. 3: Arduino IDE software window
Since the Arduino pro-mini board does not have circuitry to interface with the PC's serial port or USB port, an external USB to TTL converter board is required to connect it to the PC. This hardware helps in programming the Arduino board and also helps in serial communication with the USB port of the PC.
4: External USB to TTL converter board for Arduino programming and serial communication
It is assumed that the reader has gone through the blueprint for how to get started with Arduino and tried out all the things discussed there.
The GSM module used in this project is a SIM900 based module that can communicate with other devices using the RS232 serial communication port. It works with a 9V power supply and its image is shown below:
Fig. 5: GSM SIM900 module connected to the Tx pin of the Arduino board module through max232
The keyboard always has a 6-pin male mini-DIN connector for PS2 interface and the host device always has the corresponding female pin. The images and pinouts of the PS2 male and female connectors are shown in the following image, the only difference between the PS2 keyboard and mouse connectors is in the color.
The PS2 male pin image
6: 6-pin mini-DIN male connector for PS2 interface
The female PS2 pin image
Fig. 7: 6-pin Mini DIN female connector plug for PS2 interface
The pinout of the PS2 male and female connectors
Fig. 8: Pinout of male and female PS2 connectors
When it comes to connecting the female connector to the circuit board, you should be able to identify the pins on the bottom of the PS2 connector and the following image will be helpful.
Fig. 9: Bottom of the PS2 pin connector
The project implementation that can receive data from the PS2 keyboard and use it to make a call through the GSM module is represented by the following block diagram:
Fig. 10: Block diagram of the call circuit with keyboard, GSM module and Arduino
The code written for this project reads data from the PS2 keyboard using the custom PS2 library file called “PS2Keyboard.h” which has all the routines needed to access a PS2 keyboard. There are basically three functions that the user can use directly in their code: “keyboard.begin”, keyboard.available and “ celular.ler ”. The details of how to use these functions to interface a PS2 keyboard have already been discussed in a previous project on how to interface a PS2 keyboard with Arduino.
Arduino is capable of communicating with the GSM module using AT Commands . AT Commands are sent or received from the module using the serial communication functions provided by the Arduino library. The functions like Serial.begin which helps to initialize the serial port with a certain baud rate, Serial.write to send data to the serial port, Serial.available and Serial.read functions to read data from the serial port are used in this project and have already been discussed in previous projects about how to do serial communication with Arduino, how to send and receive serial data using Arduino and how to do serial debugging with Arduino.
GSM modules respond “OK” when they receive the “AT” command and it is the best way to check communication between the module and the microcontroller. The command to make a call to a number is “ATD”;
SYNTAX: ATD
For example,
ATD123456789;
The code is written in such a way that it first sends the string “ATD” and then waits until the user enters the desired phone number and presses Enter. As the user presses each key, the same number is read from the keyboard and sent to the GSM module serially until the user presses the ENTER key. Once the user presses the Enter key, the rest of the command to make a call, ie. “;” the semicolon and carriage return “;'r” are sent to make a call.
Try sending the command from the PC with the help of some serial monitoring software and make sure that the module is making a call to the specified number. Then you can check and upload the code that can send the same commands to the Arduino board as explained in the project how to start using Arduino. Make sure that the GSM module has been turned on at least 2 minutes before the Arduino board starts sending commands so that the GSM can establish communication with the cellular network corresponding to the SIM card inserted in it.
Project source code
### /*============================= EG LABS ================== =================// Demonstration of how to use a ps2keyboard to dial a call using the GSM The circuit: LCD: * LCD RS pin to digital pin 12 * LCD Enable pin to digital pin 11 * LCD D4 pin to digital pin 7 * LCD D5 pin to digital pin 6 * LCD D6 pin to digital pin 5 * LCD D7 pin to digital pin 4 * LCD R/W pin to ground * 10K resistor: * ends to +5V and ground *wiper to LCD pin 3 * LED anode attached to digital output 9 * LED cathode attached to ground through a 1K resistor KEYBOARD: DATE PIN TO PIN NUMBER 8 CLOCK PIN TO PIN NUMBER 3 GSM: RX PIN OF GSM TO TX0 PIN OF ARDUINO SHORT THE GROUND PINS OF ARDUINO AND GSM =============================== EG LABS ================== =================*/ #include "PS2Keyboard.h" #include// initialize the library with the numbers of the interface pins LiquidCrystal LCD(12, 11, 7, 6, 5, 4); #define DATA_PIN 8 PS2Keyboard keyboard; // give the pin a name: int led = 9; char dat = 0; void setup { pinMode(9, OUTPUT); lcd.begin(16, 2); lcd.print("ENGINEERS GARAGE"); lcd.setCursor(0, 1); lcd.print(" GSM CALLING "); delay(3000); lcd.clear; keyboard.begin(DATA_PIN); // initialize the PS2 keyboard // initialize the led pin as an output. pinMode(led, OUTPUT); // start serial port at 9600 bps Serial.begin(9600); // wait for a while until the serial port is ready delay(100); // Serial.print("ATD09895941988;nr"); Serial.print("ATD"); while(1) { if(keyboard.available ) // check if there is any data coming from the keyboard { dat = keyboard.read; // read the data from the keyboard if(dat == 'n') break; else; Serial.write(dat); lcd.write(dat); }else; } Serial.print(";nr"); lcd.setCursor(0, 1); lcd.print(" CALLING ... "); } void loop { digitalWrite(led, HIGH); delay(1000); digitalWrite(led, LOW); delay(1000); } ###
Project source code
### /* PS2Keyboard.cpp - PS2Keyboard library Copyright (c) 2007 Free Software Foundation. All right reserved. Written by Christian Weichel** Modified for use beginning with Arduino 13 by L. Abraham Smith, * ** Modified to include: shift, alt, caps_lock, caps_lock light, and hot-plugging a kbd * ** by Bill Oldfield 7/22/09 * This library is free software; you can redistribute it and/or modify it under the terms of the GNU Lesser General Public License as published by the Free Software Foundation; either version 2.1 of the License, or (at your option) any later version. This library is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU Lesser General Public License for more details. You should have received a copy of the GNU Lesser General Public License along with this library; if not, write to the Free Software Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA */ #include #include #include #include "Arduino.h" #include "PS2Keyboard.h" #include "binary.h" typedef uint8_t boolean; typedef uint8_t byte; /* * I do know this is so uncool, but I just don't see a way around it * REALLY BAD STUFF AHEAD * * The variables are used for internal status management of the ISR. There're * not kept in the object instance because the ISR has to be as fast as anyhow * possible. So the overhead of a CPP method call is to be avoided. * * PLEASE DO NOT REFER TO THESE VARIABLES IN YOUR CODE AS THEY MIGHT VANISH SOME * HAPPY DAY. */ int ps2Keyboard_DataPin; byte ps2Keyboard_CurrentBuffer; volatile byte ps2Keyboard_CharBuffer; volatile byte ps2Keyboard_BufferPos; // variables used to remember information about key presses volatile bool ps2Keyboard_shift; // indicates shift key is pressed volatile bool ps2Keyboard_ctrl; // indicates the ctrl key is pressed volatile bool ps2Keyboard_alt; // indicates the alt key is pressed volatile bool ps2Keyboard_extend; // remembers a keyboard extended char received volatile bool ps2Keyboard_release; // distinguishes key presses from releases volatile bool ps2Keyboard_caps_lock; // remembers shift lock has been pressed // variables used in sending command bytes to the keyboard, eg caps_lock light volatile boolean cmd_in_progress; volatile int cmd_count; byte cmd_value; volatile byte cmd_ack_value; cmd_parity byte; volatile boolean cmd_ack_byte_ok; // sending command bytes to the keyboard needs proper parity (otherwise the keyboard // just asks you to repeat the byte) byte odd_parity(byte val) { int i, count = 1; // start with 0 for even parity for (i=0; i<8; i++) { if (val&1) count++; val = val>>1; } return count & 1; // bottom bit of count is parity bit } void kbd_send_command(byte val) { // stop interrupt routine from receiving characters so that we can use it // to send a byte cmd_in_progress = true; cmd_count = 0; // set up the byte to shift out and initialize the ack bit cmd_value = val; cmd_ack_value = 1; // the kbd will clear this bit on receiving the byte cmd_parity = odd_parity(val); // set the data pin as an output, ready for driving digitalWrite(ps2Keyboard_DataPin, HIGH); pinMode(ps2Keyboard_DataPin, OUTPUT); // drive clock pin low - this is going to generate the first // interrupt of the shifting out process pinMode(PS2_INT_PIN, OUTPUT); digitalWrite(PS2_INT_PIN, LOW); // wait at least one clock cycle (in case the kbd is mid transmission) delayMicroseconds(60); // set up the 0 start bit digitalWrite(ps2Keyboard_DataPin, LOW); // let go of clock - the kbd takes over driving the clock from here digitalWrite(PS2_INT_PIN, HIGH); pinMode(PS2_INT_PIN, INPUT); // wait for interrupt routine to shift out byte, parity and receive ack bit while (cmd_ack_value!=0); // switch back to the interrupt routine receiving characters from the kbd cmd_in_progress = false; } void PS2Keyboard::reset { kbd_send_command(0xFF); // send the kbd reset code to the kbd: 3 lights // should flash briefly on the kbd // reset all the global variables ps2Keyboard_CurrentBuffer = 0; ps2Keyboard_CharBuffer = 0; ps2Keyboard_BufferPos = 0; ps2Keyboard_shift = false; ps2Keyboard_ctrl = false; ps2Keyboard_alt = false; ps2Keyboard_extend = false; ps2Keyboard_release = false; ps2Keyboard_caps_lock = false; cmd_in_progress = false; cmd_count = 0; cmd_value = 0; cmd_ack_value = 1; } // val : bit_2=caps_lock, bit_1=num_lock, bit_0=scroll_lock void kbd_set_lights(byte val) { // When setting the lights with the 0xED command the keyboard responds // with an "ack byte", 0xFA. This is NOT the same as the "ack bit" that // follows the successful shifting of each command byte. See this website // page for a good description of all this: // cmd_ack_byte_ok = false; // initialize the ack byte flag kbd_send_command(0xED); // send the command byte while (!cmd_ack_byte_ok); // ack byte from keyboard sets this flag kbd_send_command(val); // now send the data } // The ISR for the external interrupt // This may look like a lot of code for an Interrupt routine, but the switch // statements are fast and the path through the routine is only ever a few // simple lines of code. void ps2interrupt (void) { int value = digitalRead(ps2Keyboard_DataPin); // This is the code to send a byte to the keyboard. Actually its 12 bits: // a start bit, 8 data bits, 1 parity, 1 stop bit, 1 ack bit (from the kbd) if (cmd_in_progress) { cmd_count++; // cmd_count keeps track of the shifting switch (cmd_count) { case 1: // start bit digitalWrite(ps2Keyboard_DataPin,LOW); break; case 2: case 3: case 4: case 5: case 6: case 7: case 8: case 9: // data bits to shift digitalWrite(ps2Keyboard_DataPin,cmd_value&1); cmd_value = cmd_value>>1; break; case 10: // parity bit digitalWrite(ps2Keyboard_DataPin,cmd_parity); break; case 11: // stop bit // release the data pin, so stop bit actually depends on pull-up // but this ensures the data pin is ready to be driven by the kbd for // for the next bit. digitalWrite(ps2Keyboard_DataPin, HIGH); pinMode(ps2Keyboard_DataPin, INPUT); break; case 12: // ack bit - driven by the kbd, so we read its value cmd_ack_value = digitalRead(ps2Keyboard_DataPin); cmd_in_progress = false; // done shifting out } return; // don't fall through to the receive section of the ISR } // receive section of the ISR // shift the bits in if(ps2Keyboard_BufferPos > 0 && ps2Keyboard_BufferPos < 11) { ps2Keyboard_CurrentBuffer = (value << (ps2Keyboard_BufferPos - 1)); } ps2Keyboard_BufferPos++; // keep track of shift-in position if(ps2Keyboard_BufferPos == 11) { // a complete character received switch (ps2Keyboard_CurrentBuffer) { case 0xF0: { // key release char ps2Keyboard_release = true; ps2Keyboard_extend = false; break; } case 0xFA: { // command acknowledge byte cmd_ack_byte_ok = true; break; } case 0xE0: { // extended char set ps2Keyboard_extend = true; break; } case 0x12: // left shift case 0x59: { // right shift ps2Keyboard_shift = ps2Keyboard_release? false : true; ps2Keyboard_release = false; break; } case 0x11: { // alt key (right alt is extended 0x11) ps2Keyboard_alt = ps2Keyboard_release? false : true; ps2Keyboard_release = false; break; } case 0x14: { // ctrl key (right ctrl is extended 0x14) ps2Keyboard_ctrl = ps2Keyboard_release? false : true; ps2Keyboard_release = false; break; } case 0x58: { // caps lock key if (!ps2Keyboard_release) { ps2Keyboard_caps_lock = ps2Keyboard_caps_lock? false : true; // allow caps lock code through to enable light on and off ps2Keyboard_CharBuffer = ps2Keyboard_CurrentBuffer; } else { ps2Keyboard_release = false; } break; } default: { // the real key if (ps2Keyboard_release) { // although ignore if its just released ps2Keyboard_release = false; } else { // real keys go into CharBuffer ps2Keyboard_CharBuffer = ps2Keyboard_CurrentBuffer; } } } ps2Keyboard_CurrentBuffer = 0; ps2Keyboard_BufferPos = 0; } } PS2Keyboard::PS2Keyboard { // nothing to do here } void PS2Keyboard::begin(int dataPin) { // Prepare the global variables ps2Keyboard_DataPin = dataPin; ps2Keyboard_CurrentBuffer = 0; ps2Keyboard_CharBuffer = 0; ps2Keyboard_BufferPos = 0; ps2Keyboard_shift = false; ps2Keyboard_ctrl = false; ps2Keyboard_alt = false; ps2Keyboard_extend = false; ps2Keyboard_release = false; ps2Keyboard_caps_lock = false; cmd_in_progress = false; cmd_count = 0; cmd_value = 0; cmd_ack_value = 1; // initialize the pins pinMode(PS2_INT_PIN, INPUT); digitalWrite(PS2_INT_PIN, HIGH); pinMode(dataPin, INPUT); digitalWrite(dataPin, HIGH); attachInterrupt(1, ps2interrupt, FALLING); #if 0 // Global Enable INT1 interrupt EIMSK = ( 1 << INT1); // Falling edge triggers interrupt EICRA = (0 << ISC10) (1 << ISC11); #endif } bool PS2Keyboard::available { return ps2Keyboard_CharBuffer != 0; } // This routine allows a calling program to see if other keys are held // down when a character is received: ie , , or // Note that this routine must be called after available has returned true, // but BEFORE read . The read routine clears the buffer and allows another // character to be received so these bits can change anytime after the read . byte PS2Keyboard::read_extra { return (ps2Keyboard_caps_lock<<3) (ps2Keyboard_shift<<2) (ps2Keyboard_alt<<1) ps2Keyboard_ctrl; } byte PS2Keyboard::read { byte result; // read the raw data from the keyboard result = ps2Keyboard_CharBuffer; // Use a switch for the code to character conversion. // This is fast and actually only uses 4 bytes per simple line switch(result) { case 0x1C: result="a"; break; case 0x32: result="b"; break; case 0x21: result="c"; break; case 0x23: result="d"; break; case 0x24: result="e"; break; case 0x2B: result="f"; break; case 0x34: result="g"; break; case 0x33: result="h"; break; case 0x43: result="i"; break; case 0x3B: result="j"; break; case 0x42: result="k"; break; case 0x4B: result="l"; break; case 0x3A: result="m"; break; case 0x31: result="n"; break; case 0x44: result="o"; break; case 0x4D: result="p"; break; case 0x15: result="q"; break; case 0x2D: result="r"; break; case 0x1B: result="s"; break; case 0x2C: result="t"; break; case 0x3C: result="u"; break; case 0x2A: result="v"; break; case 0x1D: result="w"; break; case 0x22: result="x"; break; case 0x35: result="y"; break; case 0x1A: result="z"; break; // note that caps lock only used on az case 0x41: result = ps2Keyboard_shift? '<' : ','; break; case 0x49: result = ps2Keyboard_shift? '>' : '.'; break; case 0x4A: result = ps2Keyboard_shift? '?' : '/'; break; case 0x54: result = ps2Keyboard_shift? '{' : '('; break; case 0x5B: result = ps2Keyboard_shift? '}' : ')'; break; case 0x4E: result = ps2Keyboard_shift? '_' : '-'; break; case 0x55: result = ps2Keyboard_shift? '+' : '='; break; case 0x29: result=" "; break; case 0x45: result = ps2Keyboard_shift? ')' : '0'; break; case 0x16: result = ps2Keyboard_shift? '!' : '1'; break; case 0x1E: result = ps2Keyboard_shift? '@' : 'two'; break; case 0x26: result = ps2Keyboard_shift? '£' : '3'; break; case 0x25: result = ps2Keyboard_shift? '$' : '4'; break; case 0x2E: result = ps2Keyboard_shift? '%' : '5'; break; case 0x36: result = ps2Keyboard_shift? '^' : '6'; break; case 0x3D: result = ps2Keyboard_shift? '&' : '7'; break; case 0x3E: result = ps2Keyboard_shift? '*' : '8'; break; case 0x46: result = ps2Keyboard_shift? '(' : '9'; break; case 0x0D: result="t"; break; case 0x5A: result="n"; break; case 0x66: result = PS2_KC_BKSP; break; case 0x69: result = ps2Keyboard_extend? PS2_KC_END : '1'; break; case 0x6B: result = ps2Keyboard_extend? PS2_KC_LEFT : '4'; break; case 0x6C: result = ps2Keyboard_extend? PS2_KC_HOME : '7'; break; case 0x70: result = ps2Keyboard_extend? PS2_KC_INS : '0'; break; case 0x71: result = ps2Keyboard_extend? PS2_KC_DEL : '.'; break; case 0x72: result = ps2Keyboard_extend? PS2_KC_DOWN : '2'; break; case 0x73: result="5"; break; case 0x74: result = ps2Keyboard_extend? PS2_KC_RIGHT : '6'; break; case 0x75: result = ps2Keyboard_extend? PS2_KC_UP : '8'; break; case 0x76: result = PS2_KC_ESC; break; case 0x79: result="+"; break; case 0x7A: result = ps2Keyboard_extend? PS2_KC_PGDN : '3'; break; case 0x7B: result="-"; break; case 0x7C: result="*"; break; case 0x7D: result = ps2Keyboard_extend? PS2_KC_PGUP : '9'; break; case 0x58: // setting the keyboard lights is done here. Ideally it would be done // in the interrupt routine itself and the key codes associated wth // caps lock key presses would never be passed on as characters. // However it would make the interrupt routine very messy with lots // of extra state associated with the control of a caps_lock // key code causing a cmd byte to transmit, causing an ack_byte to // be received, then a data byte to transmit. Much easier done here. // The downside, however, is that the light going on or off at the // right time depends on the calling program to be checking for // characters on a regular basis. If the calling program stops // polling for characters at any point pressing the caps lock key // will not change the state of the caps lock light while polling // is not happening. result = ps2Keyboard_caps_lock? PS2_KC_CLON : PS2_KC_CLOFF; if (ps2Keyboard_caps_lock) kbd_set_lights(4); else kbd_set_lights(0); break; // Reset the shift counter for unexpected values, to get back into sink // This allows for hot plugging a keyboard in and out default: delay(500); // but wait a bit in case part way through a shift ps2Keyboard_BufferPos = 0; ps2Keyboard_shift = false; ps2Keyboard_ctrl = false; ps2Keyboard_alt = false; ps2Keyboard_extend = false; ps2Keyboard_release = false; ps2Keyboard_caps_lock = false; } // end switch(result) // shift az chars here (less code than in the switch statement) if (((result>='a') && (result<='z')) && ((ps2Keyboard_shift && !ps2Keyboard_caps_lock) (!ps2Keyboard_shift && ps2Keyboard_caps_lock))) { result = result + ('A'-'a'); } // done with the character ps2Keyboard_CharBuffer = 0; return(result); } *****************PS2 Keyboard Header File*********************** PS2Keyboard.h - PS2Keyboard Library Copyright (c) 2007 Free Software Foundation.
All rights reserved. Written by Christian Weichel < (email protected) >
** Modified for use with Arduino 13 by L. Abraham Smith,
* ** Modified to include: shift, alt, caps_lock and caps_lock light by Bill Oldfield *
This library is free software; you may redistribute it and/or modify it under the terms of
the GNU Lesser General Public License as published by the Free Software Foundation;
version 2.1 of the License or (at your option) any later version.
This library is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY;
even without the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
See the GNU Lesser General Public License for more details.
You should have received a copy of the GNU Lesser General Public License along with this library;
otherwise, write to Free Software Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA
*/ #ifndef PS2Keyboard_h
#define PS2Keyboard_h
#include
#include
#include
/* * The PS2 keyboard "creates" codes to check certain keys. */
// Provides these codes that are not used by anything else
// Creating all control key codes above 0x80 simplifies checking
// call-level printable characters.
#define PS2_KC_BKSP 0x80
#define PS2_KC_UP 0x81
#define PS2_KC_DOWN 0x82
#define PS2_KC_LEFT 0x83
#define PS2_KC_RIGHT 0x84
#define PS2_KC_PGDN0x85
#define PS2_KC_PGUP 0x86
#define PS2_KC_END 0x87
#define PS2_KC_HOME 0x88
#define PS2_KC_INS 0x89
#define PS2_KC_DEL 0x8A
#define PS2_KC_ESC 0x8B
#define PS2_KC_CLON 0x8C
//caps_lock enabled
#define PS2_KC_CLOFF 0x8D
//caps_lock disabled
#include "binary.h" typedef uint8_t boolean; typedef uint8_t byte;
/* * This PIN is encoded later in the initialization routine.
If you change this * make sure you also change the interrupt initialization.
*/ #define PS2_INT_PIN 3 /** * Purpose: Provides easy access to PS2 keyboards
*Author: Christian Weichel */class PS2Keyboard
{ private: int m_dataPin; byte m_charBuffer; public: /**
* This builder basically does nothing. Please call start (int)
* before using any other method in this class. */ PS2 Keyboard ;
/** * Starts the keyboard "service" by registering the external interrupt.
* Set pin modes correctly and increase required levels.
* The best place to call this method is in the configuration routine.
*/ void start(int dataPin);
/** * Returns true if there is a character to be read, false if there is not.
*/ bool available; /** * Sends a reset command to the keyboard and resets all controls
* variables within the PS2Keybaord code. */ void reset ;
/** * Returns the last character read from the keyboard.
If the user pressed two * keys between calls to this method, only the last one will be available.
As soon as * character is read, the buffer will be cleared.
* If there is no char available, 0 will be returned. */ byte read ;
/** * Returns the status of the
key, the key, the key and the state * caps_lock. Note that shift and caps_lock are handled within the
* Ps2Keyboard code (and the return value of read is already modified),
but *being able to read them here might be helpful.
*This routine is optional, BUT MUST ONLY be read after the return of available
* true and BEFORE read are called to retrieve the character. Reading later
* the call to read will return unpredictable values. */byte read_extra ; }; #end if
###
Circuit diagrams
Circuit-Diagram-Making-Calls-Using-Keyboard-GSM-Arduino-Module |
Project Components
- Arduino ProMini
- Capacitor
- LCD
- LED
- MAX232
Project video