Arduino Books

Bloxall, J. (2013) Arduino Workshop: A Hands-On Introduction with 65 Projects, N0 Starch Press

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Download Source Code (ZIP 131KB)

Learn the Basics, Build the Projects, Create Your Own.

The Arduino is a cheap, flexible, open source microcontroller platform designed to make it easy for hobbyists to use electronics in homemade projects. With an almost unlimited range of input and output add-ons, sensors, indicators, displays, motors, and more, the Arduino offers you countless ways to create devices that interact with the world around you.

In Arduino Workshop, you’ll learn how these add-ons work and how to integrate them into your own projects. You’ll start off with an overview of the Arduino system but quickly move on to coverage of various electronic components and concepts. Hands-on projects throughout the book reinforce what you’ve learned and show you how to apply that knowledge. As your understanding grows, the projects increase in complexity and sophistication.

Among the book’s 65 projects are useful devices like:

  • A digital thermometer that charts temperature changes on an LCD
  • A GPS logger that records data from your travels, which can be displayed on Google Maps
  • A handy tester that lets you check the voltage of any single-cell battery
  • A keypad-controlled lock that requires a secret code to open

You’ll also learn to build Arduino toys and games like:

  • An electronic version of the classic six-sided die
  • A binary quiz game that challenges your number conversion skills
  • A motorized remote control tank with collision detection to keep it from crashing

Arduino Workshop will teach you the tricks and design principles of a master craftsman. Whatever your skill level, you’ll have fun as you learn to harness the power of the Arduino for your own DIY projects.

Table of Contents

Chapter 1: Getting Started;

  • 1.1 The Possibilities Are Endless;
  • 1.2 Strength in Numbers;
  • 1.3 Parts and Accessories;
  • 1.4 Required Software;
  • 1.5 Safety;
  • 1.6 Looking Ahead;

Chapter 2: Exploring the Arduino Board and the IDE;

  • 2.1 The Arduino Board;
  • 2.2 Taking a Look Around the IDE;
  • 2.3 Creating Your First Sketch in the IDE;
  • 2.4 Looking Ahead;

Chapter 3: First Steps;

  • 3.1 Planning Your Projects;
  • 3.2 About Electricity;
  • 3.3 Electronic Components;
  • 3.4 Project #1: Creating a Blinking LED Wave;
  • 3.5 Using Variables;
  • 3.6 Project #2: Repeating with for Loops;
  • 3.7 Varying LED Brightness with Pulse-Width Modulation;
  • 3.8 Project #3: Demonstrating PWM;
  • 3.9 More Electric Components;
  • 3.10 Higher-Voltage Circuits;
  • 3.11 Looking Ahead;

Chapter 4: Building Blocks;

  • 4.1 Using Schematic Diagrams;
  • 4.2 The Capacitor;
  • 4.3 Digital Inputs;
  • 4.4 Project #4: Demonstrating a Digital Input;
  • 4.5 Boolean Variables;
  • 4.6 Project #5: Controlling Traffic;
  • 4.7 Analog vs. Digital Signals;
  • 4.8 Project #6: Creating a Single-Cell Battery Tester;
  • 4.9 Doing Arithmetic with an Arduino;
  • 4.10 Improving Analog Measurement Precision with a Reference Voltage;
  • 4.11 The Variable Resistor;
  • 4.12 Piezoelectric Buzzers;
  • 4.13 Project #7: Trying Out a Piezo Buzzer;
  • 4.14 Project #8: Creating a Quick-Read Thermometer;
  • 4.15 Looking Ahead;

Chapter 5: Working with Functions;

  • 5.1 Project #9: Creating a Function to Repeat an Action;
  • 5.2 Project #10: Creating a Function to Set the Number of Blinks;
  • 5.3 Creating a Function to Return a Value;
  • 5.4 Project #11: Creating a Quick-Read Thermometer That Blinks the Temperature;
  • 5.5 Displaying Data from the Arduino in the Serial Monitor;
  • 5.6 Project #12: Displaying the Temperature in the Serial Monitor;
  • 5.7 Making Decisions with while Statements;
  • 5.8 Sending Data from the Serial Monitor to the Arduino;
  • 5.9 Project #13: Multiplying a Number by Two;
  • 5.10 long Variables;
  • 5.11 Project #14: Using long Variables;
  • 5.12 Looking Ahead;

Chapter 6: Numbers, Variables, and Arithmetic;

  • 6.1 Generating Random Numbers;
  • 6.2 Project #15: Creating an Electronic Die;
  • 6.3 A Quick Course in Binary;
  • 6.4 Increasing Digital Outputs with Shift Registers;
  • 6.5 Project #16: Creating an LED Binary Number Display;
  • 6.6 Project #17: Making a Binary Quiz Game;
  • 6.7 Arrays;
  • 6.8 Seven-Segment LED Displays;
  • 6.9 Project #18: Creating a Single-Digit Display;
  • 6.10 Project #19: Controlling Two Seven-Segment LED Display Modules;
  • 6.11 Project #20: Creating a Digital Thermometer;
  • 6.12 LED Matrix Display Modules;
  • 6.13 Bitwise Arithmetic;
  • 6.14 Project #21: Creating an LED Matrix;
  • 6.15 Project #22: Creating Images on an LED Matrix;
  • 6.16 Project #23: Displaying an Image on an LED Matrix;
  • 6.17 Project #24: Animating an LED Matrix;
  • 6.18 Looking Ahead;

Chapter 7: Liquid Crystal Displays;

  • 7.1 Character LCD Modules;
  • 7.2 Project #25: Defining Custom Characters;
  • 7.3 Graphic LCD Modules;
  • 7.4 Project #26: Seeing the Text Functions in Action;
  • 7.5 Project #27: Creating a Temperature History Monitor;
  • 7.6 Looking Ahead;

Chapter 8: Expanding Your Arduino;

  • 8.1 Shields;
  • 8.2 ProtoShields;
  • 8.3 Project #28: Creating a Custom Shield with Eight LEDs;
  • 8.4 Expanding Sketches with Libraries;
  • 8.5 MicroSD Memory Cards;
  • 8.6 Project #29: Writing Data to the Memory Card;
  • 8.7 Project #30: Creating a Temperature-Logging Device;
  • 8.8 Timing Applications with millis() and micros();
  • 8.9 Project #31: Creating a Stopwatch;
  • 8.10 Interrupts;
  • 8.11 Project #32: Using Interrupts;
  • 8.12 Looking Ahead;

Chapter 9: Numeric Keypads;

  • 9.1 Using a Numeric Keypad;
  • 9.2 Making Decisions with switch-case;
  • 9.3 Project #33: Creating a Keypad-Controlled Lock;
  • 9.4 Looking Ahead;

Chapter 10: Accepting User Input with Touchscreens;

  • 10.1 Touchscreens;
  • 10.2 Project #34: Addressing Areas on the Touchscreen;
  • 10.3 Project #35: Creating a Two-Zone On/Off Touch Switch;
  • 10.4 Project #36: Creating a Three-Zone Touch Switch;
  • 10.5 Looking Ahead;

Chapter 11: Meet the Arduino Family;

  • 11.1 Project #37: Creating Your Own Breadboard Arduino;
  • 11.2 The Many Arduino Boards;
  • 11.3 Looking Ahead;

Chapter 12: Motors and Movement;

  • 12.1 Making Small Motions with Servos;
  • 12.2 Project #38: Building an Analog Thermometer;
  • 12.3 Using Electric Motors;
  • 12.4 Project #39: Controlling the Motor;
  • 12.5 Project #40: Building and Controlling a Tank Robot;
  • 12.6 Sensing Collisions;
  • 12.7 Project #41: Detecting Tank Bot Collisions with a Microswitch;
  • 12.8 Infrared Distance Sensors;
  • 12.9 Project #42: Detecting Tank Bot Collisions with IR Distance Sensor;
  • 12.10 Ultrasonic Distance Sensors;
  • 12.11 Project #43: Detecting Tank Bot Collisions with an Ultrasonic Distance Sensor;
  • 12.12 Looking Ahead;

Chapter 13: Using GPS with Your Arduino;

  • 13.1 What Is GPS?;
  • 13.2 Testing the GPS Shield;
  • 13.3 Project #44: Creating a Simple GPS Receiver;
  • 13.4 Project #45: Creating an Accurate GPS-based Clock;
  • 13.5 Project #46: Recording the Position of a Moving Object over Time;
  • 13.6 Looking Ahead;

Chapter 14: Wireless Data;

  • 14.1 Using Low-cost Wireless Modules;
  • 14.2 Project #47: Creating a Wireless Remote Control;
  • 14.3 Using XBee Wireless Data Modules for Greater Range and Faster Speed;
  • 14.4 Project #48: Transmitting Data with an XBee;
  • 14.5 Project #49: Building a Remote Control Thermometer;
  • 14.6 Looking Ahead;

Chapter 15: Infrared Remote Control;

  • 15.1 What Is Infrared?;
  • 15.2 Setting Up for Infrared;
  • 15.3 Project #50: Creating an IR Remote Control Arduino;
  • 15.4 Project #51: Creating an IR Remote Control Tank;
  • 15.5 Looking Ahead;

Chapter 16: Reading RFID Tags;

  • 16.1 Inside RFID Devices;
  • 16.2 Testing the Hardware;
  • 16.3 Project #52: Creating a Simple RFID Control System;
  • 16.4 Storing Data in the Arduino’s Built-in EEPROM;
  • 16.5 Project #53: Creating an RFID Control with “Last Action” Memory;
  • 16.6 Looking Ahead;

Chapter 17: Data Buses;

  • 17.1 The I2C Bus;
  • 17.2 Project #54: Using an External EEPROM;
  • 17.3 Project #55: Using a Port Expander IC;
  • 17.4 The SPI Bus;
  • 17.5 Project #56: Using a Digital Rheostat;
  • 17.6 Looking Ahead;

Chapter 18: Real-time Clocks;

  • 18.1 Connecting the RTC Module;
  • 18.2 Project #57: Adding and Displaying Time and Date with an RTC;
  • 18.3 Project #58: Creating a Simple Digital Clock;
  • 18.4 Project #59: Creating an RFID Time-Clock System;
  • 18.5 Looking Ahead;

Chapter 19: The Internet;

  • 19.1 What You’ll Need;
  • 19.2 Project #60: Building a Remote-Monitoring Station;
  • 19.3 Project #61: Creating an Arduino Tweeter;
  • 19.4 Controlling Your Arduino from the Web;
  • 19.5 Project #62: Setting Up a Remote Control for Your Arduino;
  • 19.6 Looking Ahead;

Chapter 20: Cellular Communications;

  • 20.1 The Hardware;
  • 20.2 Project #63: Building an Arduino Dialer;
  • 20.3 Project #64: Building an Arduino Texter;
  • 20.4 Project #65: Setting Up an SMS Remote Control;
  • 20.5 Looking Ahead; Updates;|

Table of Contents

Chapter 1: Getting Started
Chapter 2: Exploring the Arduino Board and the IDE
Chapter 3: First Steps
Chapter 4: Building Blocks (PDF)
Chapter 5: Working with Functions
Chapter 6: Numbers, Variables, and Arithmetic
Chapter 7: Liquid Crystal Displays
Chapter 8: Expanding Your Arduino
Chapter 9: Numeric Keypads
Chapter 10: Accepting User Input with Touchscreens
Chapter 11: Meet the Arduino Family
Chapter 12: Motors and Movement
Chapter 13: Using GPS with Your Arduino
Chapter 14: Wireless Data
Chapter 15: Infrared Remote Control
Chapter 16: Reading RFID Tags
Chapter 17: Data Buses
Chapter 18: Real-time Clocks
Chapter 19: The Internet
Chapter 20: Cellular Communications


Monk, S. (2012) Programming Arduino Getting Started with Sketches, McGraw-Hill Education TAB

Download eBook PDF (PDF 5,543KB)

Download Source Code (ZIP 23KB)

Companion Web Site: http://simonmonk.org/programming-arduino-ed1/

A more recent version of this book is available.

Program Arduino with ease!

Using clear, easy-to-follow examples, Programming Arduino: Getting Started with Sketches reveals the software side of Arduino and explains how to write well-crafted sketches using the modified C language of Arduino. No prior programming experience is required! The downloadable sample programs featured in the book can be used as-is or modified to suit your purposes.

  • Understand Arduino hardware fundamentals
  • Install the software, power it up, and upload your first sketch
  • Learn C language basics
  • Write functions in Arduino sketches
  • Structure data using arrays and strings
  • Use Arduino’s digital and analog inputs and outputs in your programs
  • Work with the Standard Arduino Library
  • Write sketches that can store data
  • Program LCD displays
  • Use an Ethernet shield to enable Arduino to function as a web server
  • Write your own Arduino libraries

In December 2011, Arduino 1.0 was released. This changed a few things that have caused two of the sketches in this book to break. The change that has caused trouble is that the classes ‘Server’ and ‘Client’ have been renamed to ‘EthernetServer’ and ‘EthernetClient’ respectively. To fix this:

  • Edit sketches 10-01 and 10-02 to replace all occurrences of the word ‘Server’ with ‘EthernetServer’ and all occurrences of ‘Client’ with ‘EthernetClient’.
  • Alternatively, you can download the modified sketches for 10-01 and 10-02 from here: http://www.arduinobook.com/arduino-1-0

Table of Contents

Introduction
Ch. 1. This Is Arduino
Ch 2. Getting Started
Ch 3. C Language Basics
Ch 4. Functions
Ch 5. Arrays and Strings
Ch 6. Input and Output
Ch 7. The Standard
Ch 8. Data Storage
Ch 9. LCD Displays
Ch 10. Arduino Ethernet Programming
Ch 11. C++ and Libraries


Banzi, M. and Shiloh, M. (2014) Make: Getting Started with Arduino: The Open Source Electronics Prototyping Platform, Third Edition, Maker Media, Inc

Download eBook PDF (PDF 26,796KB)

Download Source Code:
Chapter 4 (ZIP 4KB)
Chapter 5 (ZIP 8KB)
Chapter 6 (ZIP 5KB)
Chapter 7 (ZIP 5KB)
Chapter 8 (ZIP 7KB)

Arduino is the hot open source prototyping platform for artists, hobbyists, students, and anyone who wants to create interactive physical environments. Getting Started with Arduino is co-authored by Arduino co-founder Massimo Banzi, and incorporates his experience in teaching, using, and creating Arduino.
Arduino is the open source electronics prototyping platform that has taken the Maker Movement by storm. This thorough introduction, updated for the latest Arduino release, helps you start prototyping right away. From obtaining the required components to putting the final touches on your project, all the information you need is here!
Getting started with Arduino is a snap. To use the introductory examples in this guide, all you need is an Arduino Uno or Leonardo, along with a USB cable and an LED. The easy-to-use, free Arduino development environment runs on Mac, Windows, and Linux.
In Getting Started with Arduino, you’ll learn about:

  • Interaction design and physical computing
  • The Arduino board and its software environment
  • Basics of electricity and electronics
  • Prototyping on a solderless breadboard
  • Drawing a schematic diagram
  • Talking to a computer–and the cloud–from Arduino
  • Building a custom plant-watering system

Monk, S. (2013) 30 Arduino Projects for the Evil Genius, Second Edition, McGraw-Hill Education TAB

Download eBook PDF – First Edition (PDF 8,440KB)
Download eBook PDF – Second Edition (PDF KB)
Download Source Code – First Edition (ZIP 118KB)
Download Source Code – Second Edition (ZIP 1,877KB)

Companion Web Site (First Edition): https://sites.google.com/site/arduinobook/

Companion Web Site: http://simonmonk.org/arduino-projects-evil-genius-ed2/

The bestselling project-based book for Arduino now covers Arduino Uno and Leonardo! The much-anticipated update to the groundbreaking 30 Arduino Projects for the Evil Genius, now in its Second Edition, covers the latest advances to the popular open-source electronics prototyping platform, including the Arduino 1.0 development environment.
In addition to the Arduino Uno, a new board has been added to the family – Arduino Leonardo – which has built-in USB HID (Human Interface Device) features allowing it to emulate a keyboard, among other things.
Featuring coverage of the latest updates to Arduino, this new edition provides improved breadboard diagrams, new photos, and an updated list of U.S. parts availability.
The book focuses on the Arduino Uno-the basic Arduino board-with improvements and simplifications to the original 30 projects. It also includes bonus projects specifically for the Arduino Leonardo.
Updated to cover the Arduino 1.0 programming environment, the Arduino Uno board, and the Arduino Leonardo board Written by bestselling Arduino author Simon Monk
The original 30 projects are updated with new programming code, streamlined and improved project instructions, and clearer breadboard diagrams
Includes bonus USB projects for the Arduino Leonardo
Expanded and updated part codes lists include Mouser, Digikey, and Newark Shows how to install the software and interact with the Arduino board
Teaches basic electronics concepts of use to the hobbyist working with Arduino Features projects that connect the PC to electronic devices.

So Many Fiendishly Fun Ways to Use the Latest Arduino Boards!

Fully updated throughout, this do-it-yourself guide shows you how to program and build fascinating projects with the Arduino Uno and Leonardo boards and the Arduino 1.0 development environment. 30 Arduino Projects for the Evil Genius, Second Edition, gets you started right away with the simplified C programming you need to know and demonstrates how to take advantage of the latest Arduino capabilities.

You’ll learn how to attach an Arduino board to your computer, program it, and connect electronics to it to create your own devious devices. A bonus chapter uses the special USB keyboard/mouse-impersonation feature exclusive to the Arduino Leonardo.

30 Arduino Projects for the Evil Genius, Second Edition:

  • Features step-by-step instructions and helpful illustrations
  • Provides full schematic and construction details for every project
  • Covers the scientific principles behind the projects
  • Removes the frustration factor–all required parts are listed along with sources

Build these and other clever creations:

  • High-brightness Morse code translator
  • Seasonal affective disorder light
  • Keypad security code
  • Pulse rate monitor
  • Seven-segment LED double dice
  • USB message board
  • Oscilloscope
  • Tune player
  • VU meter
  • LCD thermostat
  • Computer-controlled fan
  • Hypnotizer
  • Servo-controlled laser
  • Lie detector
  • Magnetic door lock
  • Infrared remote
  • Lilypad clock
  • Evil Genius countdown timer
  • Keyboard prank
  • Automatic password typer
  • Accelerometer mouse

Table of contents

Introduction
Ch 1. Quick Start
Ch 2. A Tour of Arduino
Ch 3. LED Projects
Ch 4. More LED Projects
Ch 5. Sensor Projects
Ch 6. Light Projects
Ch 7. Sound Projects
Ch 8. Power Projects
Ch 9. Miscellaneous Projects
Ch 10. USB Projects with the Leonardo
Ch 11. Design and Build Your Own Projects
Appendix: Components and Supplies


Smith, A. G. (2011) Introduction to Arduino: A piece of cake, CreateSpace Independent Publishing Platform

 Download eBook PDF (PDF 5,933KB)
Download Source Code (ZIP 59KB)

Companion Web Site: http://www.introtoarduino.com/

PCD8544 Image Generator: http://www.introtoarduino.com/utils/pcd8544.html

This book is different than many Arduino books in that it expects no previous knowledge in electronics or programming. Instead of going into depth teaching those topics, it teaches only enough so that you can make things.

In this book, you will:

  • Use lights to quickly learn basic programming concepts
  • Make noise and music on a speaker
  • Make a digital thermometer
  • Add graphics to your thermometer to show a graph of recorded temperature
  • Play with sensors to detect light, magnets, and knocking
  • Make a rubber band gun that uses a joystick for panning, tilting, and firing
  • Be encouraged to go create your own projects!

There are exercises after each chapter to help you make sure you understand the concepts.


Cytron TechnologiesFun and Learning with Arduino Projects – Beginner’s Guide, ROBOT Head to Toe, Cytron Technologies
(http://www.cytron.com.my/)

Download eBook PDF (PDF 6,830KB)


Untitled-2McRoberts, M. (2009) Arduino Starters Kit Manual – A Complete Beginners Guide to the Arduino, Earthshine Design

Download eBook PDF (PDF 10,119KB)


Igoe, T.,  Coleman, D. and Jepson, B. (2014) Beginning NFC: Near Field Communication with Arduino, Android and PhoneGap, O’Reilly Media

Download eBook PDF (PDF 24,898KB)
Download Source Code (ZIP 28,799KB)

Jump into the world of Near Field Communications (NFC), the fast-growing technology that lets devices in close proximity exchange data, using radio signals. With lots of examples, sample code, exercises, and step-by-step projects, this hands-on guide shows you how to build NFC applications for Android, the Arduino microcontroller, and embedded Linux devices.

You’ll learn how to write apps using the NFC Data Exchange Format (NDEF) in PhoneGap, Arduino, and node.js that help devices read messages from passive NFC tags and exchange data with other NFC-enabled devices. If you know HTML and JavaScript, you’re ready to start with NFC.

  • Dig into NFC’s architecture, and learn how it’s related to RFID
  • Write sample apps for Android with PhoneGap and its NFC plugin
  • Dive into NDEF: examine existing tag-writer apps and build your own
  • Listen for and filter NDEF messages, using PhoneGap event listeners
  • Build a full Android app to control lights and music in your home
  • Create a hotel registration app with Arduino, from check-in to door lock
  • Write peer-to-peer NFC messages between two Android devices
  • Explore embedded Linux applications, using examples on Raspberry Pi and BeagleBone

Platt, C. (2015) Make: Electronics: Learning Through Discovery, Second Edition, Maker Media, Inc.

A Hands-In Primer for the New Electronics Enthusiast

Download eBook PDF – First Edition (2009) (PDF 953KB)
Download book files (ZIP 54,412KB)

Want to learn the fundamentals of electronics in a fun, hands-on way? With Make: Electronics, you’ll start working on real projects as soon as you crack open the book. Explore all of the key components and essential principles through a series of fascinating experiments. You’ll build the circuits first, then learn the theory behind them!

Build working devices, from simple to complexYou’ll start with the basics and then move on to more complicated projects. Go from switching circuits to integrated circuits, and from simple alarms to programmable microcontrollers. Step-by-step instructions and more than 500 full-color photographs and illustrations will help you use — and understand — electronics concepts and techniques.

  • Discover by breaking things: experiment with components and learn from failure
  • Set up a tricked-out project space: make a work area at home, equipped with the tools and parts you’ll need
  • Learn about key electronic components and their functions within a circuit
  • Create an intrusion alarm, holiday lights, wearable electronic jewelry, audio processors, a reflex tester, and a combination lock
  • Build an autonomous robot cart that can sense its environment and avoid obstacles
  • Get clear, easy-to-understand explanations of what you’re doing and why

The first edition of Make: Electronics established a new benchmark for introductory texts. This second edition enhances that learning experience.
Here you will find unique, photographically precise diagrams of breadboarded components, to help you build circuits with speed and precision. A new shopping guide and a simplified range of components, will minimize your investment in parts for the projects. A completely new section on the Arduino shows you how to write properly structured programs instead of just downloading other people’s code. Projects have been reworked to provide additional features, and the book has been restructured to offer a step-by-step learning process that is as clear and visually pleasing on handheld devices as it is on paper. Full color is used throughout.
As before, Make: Electronics begins with the basics. You’ll see for yourself how components work–and what happens when they don’t. You’ll short out a battery and overheat an LED. You’ll also open up a potentiometer and a relay to see what’s inside. No other book gives you such an opportunity to learn from real-life experiences.
Ultimately, you will build gadgets that have lasting value, and you’ll have a complete understanding of how they work. From capacitors to transistors to microcontrollers–it’s all here.
Hans Camenzind, inventor of the 555 Timer (the world’s most successful integrated circuit chip), said that “This is teaching at its best!” when he reviewed the first edition. Now the second edition offers even more!

  1. Chapter 1 Experiencing Electricity
    1. Shopping List: Experiments 1 Through 5
    2. Experiment 1: Taste the Power!
    3. Experiment 2: Let’s Abuse a Battery!
    4. Experiment 3: Your First Circuit
    5. Experiment 4: Varying the Voltage
    6. Experiment 5: Let’s Make a Battery
  2. Chapter 2 Switching Basics and More
    1. Shopping List: Experiments 6 Through 11
    2. Experiment 6: Very Simple Switching
    3. Experiment 7: Relay-Driven LEDs
    4. Experiment 8: A Relay Oscillator
    5. Experiment 9: Time and Capacitors
    6. Experiment 10: Transistor Switching
    7. Experiment 11: A Modular Project
  3. Chapter 3 Getting Somewhat More Serious
    1. Shopping List: Experiments 12 Through 15
    2. Experiment 12: Joining Two Wires Together
    3. Experiment 13: Broil an LED
    4. Experiment 14: A Pulsing Glow
    5. Experiment 15: Intrusion Alarm Revisited
  4. Chapter 4 Chips, Ahoy!
    1. Shopping List: Experiments 16 Through 24
    2. Experiment 16: Emitting a Pulse
    3. Experiment 17: Set Your Tone
    4. Experiment 18: Reaction Timer
    5. Experiment 19: Learning Logic
    6. Experiment 20: A Powerful Combination
    7. Experiment 21: Race to Place
    8. Experiment 22: Flipping and Bouncing
    9. Experiment 23: Nice Dice
    10. Experiment 24: Intrusion Alarm Completed
  5. Chapter 5 What Next?
    1. Shopping List: Experiments 25 Through 36
    2. Customizing Your Work Area
    3. Reference Sources
    4. Experiment 25: Magnetism
    5. Experiment 26: Tabletop Power Generation
    6. Experiment 27: Loudspeaker Destruction
    7. Experiment 28: Making a Coil React
    8. Experiment 29: Filtering Frequencies
    9. Experiment 30: Fuzz
    10. Experiment 31: One Radio, No Solder, No Power
    11. Experiment 32: A Little Robot Cart
    12. Experiment 33: Moving in Steps
    13. Experiment 34: Hardware Meets Software
    14. Experiment 35: Checking the Real World
    15. Experiment 36: The Lock, Revisited
    16. In Closing

Appendix Online Retail Sources and Manufacturers