Finite State Machine Programming Basics – Part 2

The first part of this article introduced a simple Finite State Machine through the exercise of transforming the standard linearly programmed Blink example into a FSM style application.

In this part we’ll look at other common embedded applications and how they can be coded using FSM techniques.

Continue reading “Finite State Machine Programming Basics – Part 2”
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Finite State Machine Programming Basics – Part 1

Many beginner programmers, once they go beyond the ‘blinking LED’ code, get blocked by not being able to do more than one thing at once. In many cases they are directed to the ‘Blink WithOut Delay’ code (BWOD) as a hint about what to do, but this soon also runs out of steam. BWOD implies, but does not make explicit, a Finite State Machines (FSM) approach.

In this article we’ll evolve the simple linear Blinking LED sketch into a FSM to illustrate the difference in approach.

Continue reading “Finite State Machine Programming Basics – Part 1”