求52单片机流水灯程序

求52单片机流水灯程序,第1张

//单片机流水灯程序,是学习单片机的最简单的程序。

//流水灯

#include <REG51h>  //51头文件

#define DY_PORT P1 //设置LED连接的I/O组

#define DY_SPEED  100 //设置每一个明亮级的停留时间(值域:0~65535)

void delay (unsigned int a){ // 1ms延时程序

unsigned int i;

while( --a != 0){

for(i = 0; i < 600; i++);

}    

}

void main(void){

unsigned int i;

unsigned int temp;

while(1){

temp=0x01;

for(i=0;i<8;i++){ //8个流水灯逐个闪动

DY_PORT=~temp;

delay(DY_SPEED);   //调用延时函数

temp<<=1;

}

temp=0x80;

for(i=0;i<8;i++){ //8个流水灯反向逐个闪动

DY_PORT=~temp;

delay(DY_SPEED);   //调用延时函数

temp>>=1;

}

temp=0xFE;

for(i=0;i<8;i++){ //8个流水灯依次全部点亮

DY_PORT=temp;

delay(DY_SPEED);   //调用延时函数

temp<<=1;

}

temp=0x7F;

for(i=0;i<8;i++){ //8个流水灯依次反向全部点亮

DY_PORT=temp;

delay(DY_SPEED);   //调用延时函数

temp>>=1;

}

}

}

确实是初学呀,P0,P1,P2都有8个IO口,所以暂且给你都安排在第一个口吧。

#include<reg51h>

#define uchar unsigned char

sbit key=P0^0;

sbit pluse1=P1^0;

sbit pluse2=P2^0;

void delay(int ms)

{

uchar i ;

while(ms--)for(i=0;i<120;i++);

}

main()

{

uchar num;

while(1)

{

if(key==0)

{

delay(10);

if(key==0)

{

while(key==0);

num++;

num%=2;

if(num==1)

{

pluse1=0;

delay(500);

pluse1=1;

}

else

{

pluse2=0;

delay(500);

pluse2=1;

}

}

}

}

}

#include <REG52H>

#include "SoundPlayh"

void Delay1ms(unsigned int count)

{

unsigned int i,j;

for(i=0;i<count;i++)

for(j=0;j<120;j++);

}

unsigned char code Music_Two[] ={ 0x17,0x03, 0x16,0x03, 0x17,0x01, 0x16,0x03, 0x17,0x03,

0x16,0x03, 0x15,0x01, 0x10,0x03, 0x15,0x03, 0x16,0x02,

0x16,0x0D, 0x17,0x03, 0x16,0x03, 0x15,0x03, 0x10,0x03,

0x10,0x0E, 0x15,0x04, 0x0F,0x01, 0x17,0x03, 0x16,0x03,

0x17,0x01, 0x16,0x03, 0x17,0x03, 0x16,0x03, 0x15,0x01,

0x10,0x03, 0x15,0x03, 0x16,0x02, 0x16,0x0D, 0x17,0x03,

0x16,0x03, 0x15,0x03, 0x10,0x03, 0x15,0x03, 0x16,0x01,

0x17,0x03, 0x16,0x03, 0x17,0x01, 0x16,0x03, 0x17,0x03,

0x16,0x03, 0x15,0x01, 0x10,0x03, 0x15,0x03, 0x16,0x02,

0x16,0x0D, 0x17,0x03, 0x16,0x03, 0x15,0x03, 0x10,0x03,

0x10,0x0E, 0x15,0x04, 0x0F,0x01, 0x17,0x03, 0x19,0x03,

0x19,0x01, 0x19,0x03, 0x1A,0x03, 0x19,0x03, 0x17,0x01,

0x16,0x03, 0x16,0x03, 0x16,0x02, 0x16,0x0D, 0x17,0x03,

0x16,0x03, 0x15,0x03, 0x10,0x03, 0x10,0x0D, 0x15,0x00,

0x19,0x03, 0x19,0x03, 0x1A,0x03, 0x1F,0x03, 0x1B,0x03,

0x1B,0x03, 0x1A,0x03, 0x17,0x0D, 0x16,0x03, 0x16,0x03,

0x16,0x0D, 0x17,0x01, 0x17,0x03, 0x17,0x03, 0x19,0x03,

0x1A,0x02, 0x1A,0x02, 0x10,0x03, 0x17,0x0D, 0x16,0x03,

0x16,0x01, 0x17,0x03, 0x19,0x03, 0x19,0x03, 0x17,0x03,

0x19,0x02, 0x1F,0x02, 0x1B,0x03, 0x1A,0x03, 0x1A,0x0E,

0x1B,0x04, 0x17,0x02, 0x1A,0x03, 0x1A,0x03, 0x1A,0x0E,

0x1B,0x04, 0x1A,0x03, 0x19,0x03, 0x17,0x03, 0x16,0x03,

0x17,0x0D, 0x16,0x03, 0x17,0x03, 0x19,0x01, 0x19,0x03,

0x19,0x03, 0x1A,0x03, 0x1F,0x03, 0x1B,0x03, 0x1B,0x03,

0x1A,0x03, 0x17,0x0D, 0x16,0x03, 0x16,0x03, 0x16,0x03,

0x17,0x01, 0x17,0x03, 0x17,0x03, 0x19,0x03, 0x1A,0x02,

0x1A,0x02, 0x10,0x03, 0x17,0x0D, 0x16,0x03, 0x16,0x01,

0x17,0x03, 0x19,0x03, 0x19,0x03, 0x17,0x03, 0x19,0x03,

0x1F,0x02, 0x1B,0x03, 0x1A,0x03, 0x1A,0x0E, 0x1B,0x04,

0x17,0x02, 0x1A,0x03, 0x1A,0x03, 0x1A,0x0E, 0x1B,0x04,

0x17,0x16, 0x1A,0x03, 0x1A,0x03, 0x1A,0x0E, 0x1B,0x04,

0x1A,0x03, 0x19,0x03, 0x17,0x03, 0x16,0x03, 0x0F,0x02,

0x10,0x03, 0x15,0x00, 0x00,0x00 };

//

main()

{

InitialSound();

while(1)

{

Play(Music_Girl,0,3,360);

Delay1ms(500);

Play(Music_Same,0,3,360);

Delay1ms(500);

Play(Music_Two,0,3,360);

Delay1ms(500);

}

}

/

SOUND PLAY FOR 51MCU

COPYRIGHT (c) 2005 BY JJJ

-- ALL RIGHTS RESERVED --

File Name: SoundPlayh

Author: Jiang Jian Jun

Created: 2005/5/16

Modified: NO

Revision: 10

/

/说明

曲谱存贮格式 unsigned char code MusicName{音高,音长,音高,音长, 0,0}; 末尾:0,0 表示结束(Important)

音高由三位数字组成:

个位是表示 1~7 这七个音符

十位是表示音符所在的音区:1-低音,2-中音,3-高音;

百位表示这个音符是否要升半音: 0-不升,1-升半音。

音长最多由三位数字组成:

个位表示音符的时值,其对应关系是:

|数值(n): |0 |1 |2 |3 | 4 | 5 | 6

|几分音符: |1 |2 |4 |8 |16 |32 |64 音符=2^n

十位表示音符的演奏效果(0-2): 0-普通,1-连音,2-顿音

百位是符点位: 0-无符点,1-有符点

调用演奏子程序的格式

Play(乐曲名,调号,升降八度,演奏速度);

|乐曲名 : 要播放的乐曲指针,结尾以(0,0)结束;

|调号(0-11) : 是指乐曲升多少个半音演奏;

|升降八度(1-3) : 1:降八度, 2:不升不降, 3:升八度;

|演奏速度(1-12000): 值越大速度越快;

/

#ifndef __SOUNDPLAY_H_REVISION_FIRST__

#define __SOUNDPLAY_H_REVISION_FIRST__

//

#define SYSTEM_OSC 12000000 //定义晶振频率12000000HZ

#define SOUND_SPACE 4/5 //定义普通音符演奏的长度分率,//每4分音符间隔

sbit BeepIO = P3^7; //定义输出管脚

unsigned int code FreTab[12] = { 262,277,294,311,330,349,369,392,415,440,466,494 }; //原始频率表

unsigned char code SignTab[7] = { 0,2,4,5,7,9,11 }; //1~7在频率表中的位置

unsigned char code LengthTab[7]= { 1,2,4,8,16,32,64 };

unsigned char Sound_Temp_TH0,Sound_Temp_TL0; //音符定时器初值暂存

unsigned char Sound_Temp_TH1,Sound_Temp_TL1; //音长定时器初值暂存

//

void InitialSound(void)

{

BeepIO = 0;

Sound_Temp_TH1 = (65535-(1/1200)SYSTEM_OSC)/256; // 计算TL1应装入的初值 (10ms的初装值)

Sound_Temp_TL1 = (65535-(1/1200)SYSTEM_OSC)%256; // 计算TH1应装入的初值

TH1 = Sound_Temp_TH1;

TL1 = Sound_Temp_TL1;

TMOD |= 0x11;

ET0 = 1;

ET1 = 0;

TR0 = 0;

TR1 = 0;

EA = 1;

}

void BeepTimer0(void) interrupt 1 //音符发生中断

{

BeepIO = !BeepIO;

TH0 = Sound_Temp_TH0;

TL0 = Sound_Temp_TL0;

}

//

void Play(unsigned char Sound,unsigned char Signature,unsigned Octachord,unsigned int Speed)

{

unsigned int NewFreTab[12]; //新的频率表

unsigned char i,j;

unsigned int Point,LDiv,LDiv0,LDiv1,LDiv2,LDiv4,CurrentFre,Temp_T,SoundLength;

unsigned char Tone,Length,SL,SH,SM,SLen,XG,FD;

for(i=0;i<12;i++) // 根据调号及升降八度来生成新的频率表

{

j = i + Signature;

if(j > 11)

{

j = j-12;

NewFreTab[i] = FreTab[j]2;

}

else

NewFreTab[i] = FreTab[j];

if(Octachord == 1)

NewFreTab[i]>>=2;

else if(Octachord == 3)

NewFreTab[i]<<=2;

}

SoundLength = 0;

while(Sound[SoundLength] != 0x00) //计算歌曲长度

{

SoundLength+=2;

}

Point = 0;

Tone = Sound[Point];

Length = Sound[Point+1]; // 读出第一个音符和它时时值

LDiv0 = 12000/Speed; // 算出1分音符的长度(几个10ms)

LDiv4 = LDiv0/4; // 算出4分音符的长度

LDiv4 = LDiv4-LDiv4SOUND_SPACE; // 普通音最长间隔标准

TR0 = 0;

TR1 = 1;

while(Point < SoundLength)

{

SL=Tone%10; //计算出音符

SM=Tone/10%10; //计算出高低音

SH=Tone/100; //计算出是否升半

CurrentFre = NewFreTab[SignTab[SL-1]+SH]; //查出对应音符的频率

if(SL!=0)

{

if (SM==1) CurrentFre >>= 2; //低音

if (SM==3) CurrentFre <<= 2; //高音

Temp_T = 65536-(50000/CurrentFre)10/(12000000/SYSTEM_OSC);//计算计数器初值

Sound_Temp_TH0 = Temp_T/256;

Sound_Temp_TL0 = Temp_T%256;

TH0 = Sound_Temp_TH0;

TL0 = Sound_Temp_TL0 + 12; //加12是对中断延时的补偿

}

SLen=LengthTab[Length%10]; //算出是几分音符

XG=Length/10%10; //算出音符类型(0普通1连音2顿音)

FD=Length/100;

LDiv=LDiv0/SLen; //算出连音音符演奏的长度(多少个10ms)

if (FD==1)

LDiv=LDiv+LDiv/2;

if(XG!=1)

if(XG==0) //算出普通音符的演奏长度

if (SLen<=4)

LDiv1=LDiv-LDiv4;

else

LDiv1=LDivSOUND_SPACE;

else

LDiv1=LDiv/2; //算出顿音的演奏长度

else

LDiv1=LDiv;

if(SL==0) LDiv1=0;

LDiv2=LDiv-LDiv1; //算出不发音的长度

if (SL!=0)

{

TR0=1;

for(i=LDiv1;i>0;i--) //发规定长度的音

{

while(TF1==0);

TH1 = Sound_Temp_TH1;

TL1 = Sound_Temp_TL1;

TF1=0;

}

}

if(LDiv2!=0)

{

TR0=0; BeepIO=0;

for(i=LDiv2;i>0;i--) //音符间的间隔

{

while(TF1==0);

TH1 = Sound_Temp_TH1;

TL1 = Sound_Temp_TL1;

TF1=0;

}

}

Point+=2;

Tone=Sound[Point];

Length=Sound[Point+1];

}

BeepIO = 0;

}

//

#endif

MOV SP,#2FH ;SP指向2FH

MOV A,#30H

MOV B,#31H

PUSH A ;把寄存器A中的30H存到sp+1(=30H)

PUSH B ;把寄存器B中的31H存到sp+1=(31H)

POP A ;把栈顶的值d给A,即A=31H

POP B ;把栈顶的值d给B,即B=30H

对比原来的A B 的值,可以发现改程序的功能是把A、B的值对换。

“先进后出”这个说法是为了保证保护好的现场能够正确还原。一般情况下就是要先进先出。

1:针对需要开发的设备构建原理图,可以用AD09,PROTEUS软件

2:针对需要实现的功能编程,使用KEIL编写调试(51,AVR单片机)

3:程序编好测试,测试包括功能测试,老化测试,可靠性测试等

单片机编程就是简单的嵌入式软件开发过程,首先你应该精通C语言(当然也有使用汇编语言的,不过主流还是使用C的),能够熟练运用C语言实现相应的单片机要实现的功能。所谓的单片机开发,就必须对单片机有一定的了解。这就是为什么嵌入式的工资高,入门难的原因,它必须要有一定的硬件基础,还需配合很好的编码能力。如果你掌握了单片机硬件,同时也精通编程,那么写单片机程序也就是水到渠成的事了。

先来个汇编的程序,P1接一个共阳极数码管,P0低4位接4个抢答按键,主持人复位采用单片机复位按钮实现。

ORG 0000H

START: MOV A,P0

ORL A,#0F0H

CJNE A,#0FFH,PL0

SJMP START

PL0: LCALL DELAY

MOV A,P0

ORL A,#0F0H

CJNE A,#0FFH,PL1

SJMP START

PL1: JNB ACC0,K1

JNB ACC1,K2

JNB ACC2,K3

JNB ACC3,K4

LJMP START

K1: MOV P1,#0F9H

SJMP $

K2: MOV P1,#0A4H

SJMP $

K3: MOV P1,#0B0H

SJMP $

K4: MOV P1,#99H

SJMP $

DELAY: MOV R6,#15

DEL2: MOV R7,#200

DJNZ R7,$

DJNZ R6,DEL2

RET

END

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