code for lcd display in arduino quotation

I have an I2C OLED connected to my Arduino Uno and I have used it to display integers in past projects, but I would like to know how to place quotes around a variable (in this case Serial.read() ). My current solution displays strange characters around the text on the OLED, but if I use a constant non-changing variable the OLED doesn"t spit out a garbage character. Here"s my code:

code for lcd display in arduino quotation

I hope you are all well. I"ve just finished creating a font for my LCD which consists basically out of a lot of special characters / symbols which I want to make use of.

So on one website I read that you can print the backspace character as \b but that displayed a funky character which is not what I was looking for. Looking forward to your wisdom guys. Wishing you a wonderful weekend ahead.

code for lcd display in arduino quotation

In this tutorial, I’ll explain how to set up an LCD on an Arduino and show you all the different ways you can program it. I’ll show you how to print text, scroll text, make custom characters, blink text, and position text. They’re great for any project that outputs data, and they can make your project a lot more interesting and interactive.

The display I’m using is a 16×2 LCD display that I bought for about $5. You may be wondering why it’s called a 16×2 LCD. The part 16×2 means that the LCD has 2 lines, and can display 16 characters per line. Therefore, a 16×2 LCD screen can display up to 32 characters at once. It is possible to display more than 32 characters with scrolling though.

The code in this article is written for LCD’s that use the standard Hitachi HD44780 driver. If your LCD has 16 pins, then it probably has the Hitachi HD44780 driver. These displays can be wired in either 4 bit mode or 8 bit mode. Wiring the LCD in 4 bit mode is usually preferred since it uses four less wires than 8 bit mode. In practice, there isn’t a noticeable difference in performance between the two modes. In this tutorial, I’ll connect the LCD in 4 bit mode.

BONUS: I made a quick start guide for this tutorial that you can download and go back to later if you can’t set this up right now. It covers all of the steps, diagrams, and code you need to get started.

Here’s a diagram of the pins on the LCD I’m using. The connections from each pin to the Arduino will be the same, but your pins might be arranged differently on the LCD. Be sure to check the datasheet or look for labels on your particular LCD:

Also, you might need to solder a 16 pin header to your LCD before connecting it to a breadboard. Follow the diagram below to wire the LCD to your Arduino:

The resistor in the diagram above sets the backlight brightness. A typical value is 220 Ohms, but other values will work too. Smaller resistors will make the backlight brighter.

All of the code below uses the LiquidCrystal library that comes pre-installed with the Arduino IDE. A library is a set of functions that can be easily added to a program in an abbreviated format.

In order to use a library, it needs be included in the program. Line 1 in the code below does this with the command #include . When you include a library in a program, all of the code in the library gets uploaded to the Arduino along with the code for your program.

Now we’re ready to get into the programming! I’ll go over more interesting things you can do in a moment, but for now lets just run a simple test program. This program will print “hello, world!” to the screen. Enter this code into the Arduino IDE and upload it to the board:

There are 19 different functions in the LiquidCrystal library available for us to use. These functions do things like change the position of the text, move text across the screen, or make the display turn on or off. What follows is a short description of each function, and how to use it in a program.

TheLiquidCrystal() function sets the pins the Arduino uses to connect to the LCD. You can use any of the Arduino’s digital pins to control the LCD. Just put the Arduino pin numbers inside the parentheses in this order:

This function sets the dimensions of the LCD. It needs to be placed before any other LiquidCrystal function in the void setup() section of the program. The number of rows and columns are specified as lcd.begin(columns, rows). For a 16×2 LCD, you would use lcd.begin(16, 2), and for a 20×4 LCD you would use lcd.begin(20, 4).

This function clears any text or data already displayed on the LCD. If you use lcd.clear() with lcd.print() and the delay() function in the void loop() section, you can make a simple blinking text program:

This function places the cursor in the upper left hand corner of the screen, and prints any subsequent text from that position. For example, this code replaces the first three letters of “hello world!” with X’s:

Similar, but more useful than lcd.home() is lcd.setCursor(). This function places the cursor (and any printed text) at any position on the screen. It can be used in the void setup() or void loop() section of your program.

The cursor position is defined with lcd.setCursor(column, row). The column and row coordinates start from zero (0-15 and 0-1 respectively). For example, using lcd.setCursor(2, 1) in the void setup() section of the “hello, world!” program above prints “hello, world!” to the lower line and shifts it to the right two spaces:

You can use this function to write different types of data to the LCD, for example the reading from a temperature sensor, or the coordinates from a GPS module. You can also use it to print custom characters that you create yourself (more on this below). Use lcd.write() in the void setup() or void loop() section of your program.

The function lcd.noCursor() turns the cursor off. lcd.cursor() and lcd.noCursor() can be used together in the void loop() section to make a blinking cursor similar to what you see in many text input fields:

Cursors can be placed anywhere on the screen with the lcd.setCursor() function. This code places a blinking cursor directly below the exclamation point in “hello, world!”:

This function creates a block style cursor that blinks on and off at approximately 500 milliseconds per cycle. Use it in the void loop() section. The function lcd.noBlink() disables the blinking block cursor.

This function turns on any text or cursors that have been printed to the LCD screen. The function lcd.noDisplay() turns off any text or cursors printed to the LCD, without clearing it from the LCD’s memory.

These two functions can be used together in the void loop() section to create a blinking text effect. This code will make the “hello, world!” text blink on and off:

This function takes anything printed to the LCD and moves it to the left. It should be used in the void loop() section with a delay command following it. The function will move the text 40 spaces to the left before it loops back to the first character. This code moves the “hello, world!” text to the left, at a rate of one second per character:

This function takes a string of text and scrolls it from right to left in increments of the character count of the string. For example, if you have a string of text that is 3 characters long, it will shift the text 3 spaces to the left with each step:

Like the lcd.scrollDisplay() functions, the text can be up to 40 characters in length before repeating. At first glance, this function seems less useful than the lcd.scrollDisplay() functions, but it can be very useful for creating animations with custom characters.

lcd.noAutoscroll() turns the lcd.autoscroll() function off. Use this function before or after lcd.autoscroll() in the void loop() section to create sequences of scrolling text or animations.

This function sets the direction that text is printed to the screen. The default mode is from left to right using the command lcd.leftToRight(), but you may find some cases where it’s useful to output text in the reverse direction:

This code prints the “hello, world!” text as “!dlrow ,olleh”. Unless you specify the placement of the cursor with lcd.setCursor(), the text will print from the (0, 1) position and only the first character of the string will be visible.

This command allows you to create your own custom characters. Each character of a 16×2 LCD has a 5 pixel width and an 8 pixel height. Up to 8 different custom characters can be defined in a single program. To design your own characters, you’ll need to make a binary matrix of your custom character from an LCD character generator or map it yourself. This code creates a degree symbol (°):

If you found this article useful, subscribe via email to get notified when we publish of new posts! And as always, if you are having trouble with anything, just leave a comment and I’ll try to help you out.

code for lcd display in arduino quotation

This tutorial includes everything you need to know about controlling a character LCD with Arduino. I have included a wiring diagram and many example codes. These displays are great for displaying sensor data or text and they are also fairly cheap.

The first part of this article covers the basics of displaying text and numbers. In the second half, I will go into more detail on how to display custom characters and how you can use the other functions of the LiquidCrystal Arduino library.

As you will see, you need quite a lot of connections to control these displays. I therefore like to use them with an I2C interface module mounted on the back. With this I2C module, you only need two connections to control the LCD. Check out the tutorial below if you want to use an I2C module as well:

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These LCDs are available in many different sizes (16×2 1602, 20×4 2004, 16×1 etc.), but they all use the same HD44780 parallel interface LCD controller chip from Hitachi. This means you can easily swap them. You will only need to change the size specifications in your Arduino code.

For more information, you can check out the datasheets below. The 16×2 and 20×4 datasheets include the dimensions of the LCD and in the HD44780 datasheet you can find more information about the Hitachi LCD driver.

Most LCDs have a built-in series resistor for the LED backlight. You should find it on the back of the LCD connected to pin 15 (Anode). If your display doesn’t include a resistor, you will need to add one between 5 V and pin 15. It should be safe to use a 220Ω resistor, but this value might make your display a bit dim. You can check the datasheet for the maximum current rating of the backlight and use this to select an appropriate resistor value.

After you have wired up the LCD, you will need to adjust the contrast of the display. This is done by turning the 10 kΩ potentiometer clockwise or counterclockwise.

Plug in the USB connector of the Arduino to power the LCD. You should see the backlight light up. Now rotate the potentiometer until one (16×2 LCD) or 2 rows (20×4 LCD) of rectangles appear.

In order to control the LCD and display characters, you will need to add a few extra connections. Check the wiring diagram below and the pinout table from the introduction of this article.

We will be using the LCD in 4-bit mode, this means you don’t need to connect anything to D0-D3. The R/W pin is connected to ground, this will pull the pin LOW and set the LCD to WRITE mode.

To control the LCD we will be using the LiquidCrystal library. This library should come pre-installed with the Arduino IDE. You can find it by going to Sketch > Include Library > LiquidCrystal.

The example code below shows you how to display a message on the LCD. Next, I will show you how the code works and how you can use the other functions of the LiquidCrystal library.

After including the library, the next step is to create a new instance of the LiquidCrystal class. The is done with the function LiquidCrystal(rs, enable, d4, d5, d6, d7). As parameters we use the Arduino pins to which we connected the display. Note that we have called the display ‘lcd’. You can give it a different name if you want like ‘menu_display’. You will need to change ‘lcd’ to the new name in the rest of the sketch.

In the loop() the cursor is set to the third column and first row of the LCD with lcd.setCursor(2,0). Note that counting starts at 0, and the first argument specifies the column. If you do not specify the cursor position, the text will be printed at the default home position (0,0) if the display is empty, or behind the last printed character.

Next, the string ‘Hello World!’ is printed with lcd.print("Hello World!"). Note that you need to place quotation marks (” “) around the text. When you want to print numbers or variables, no quotation marks are necessary.

The LiquidCrystal Arduino library has many other built-in functions which you might find useful. You can find an overview of them below with explanation and some code snippets.

Clears the LCD screen and positions the cursor in the upper-left corner (first row and first column) of the display. You can use this function to display different words in a loop.

This function turns off any text or cursors printed to the LCD. The text/data is not cleared from the LCD memory. This means it will be shown again when the function display() is called.

Scrolls the contents of the display (text and cursor) one space to the left. You can use this function in the loop section of the code in combination with delay(500), to create a scrolling text animation.

This function turns on automatic scrolling of the LCD. This causes each character output to the display to push previous characters over by one space. If the current text direction is left-to-right (the default), the display scrolls to the left; if the current direction is right-to-left, the display scrolls to the right. This has the effect of outputting each new character to the same location on the LCD.

The following example sketch enables automatic scrolling and prints the character 0 to 9 at the position (16,0) of the LCD. Change this to (20,0) for a 20×4 LCD.

With the function createChar() it is possible to create and display custom characters on the LCD. This is especially useful if you want to display a character that is not part of the standard ASCII character set.

Technical info: LCDs that are based on the Hitachi HD44780 LCD controller have two types of memories: CGROM and CGRAM (Character Generator ROM and RAM). CGROM generates all the 5 x 8 dot character patterns from the standard 8-bit character codes. CGRAM can generate user-defined character patterns.

/* Example sketch to create and display custom characters on character LCD with Arduino and LiquidCrystal library. For more info see www.www.makerguides.com */

After including the library and creating the LCD object, the custom character arrays are defined. Each array consists of 8 bytes, 1 byte for each row. In this example 8 custom characters are created.

When looking closely at the array, you will see the following. Each row consists of 5 numbers corresponding to the 5 pixels in a 5 x 8 dot character. A 0 means pixel off and a 1 means pixel on.

It is possible to edit each row by hand, but I recommend using this visual tool on GitHub. This application automatically creates the character array and you can click on the pixels to turn them on or off.

In this article I have shown you how to use an alphanumeric LCD with Arduino. I hope you found it useful and informative. If you did, please share it with a friend that also likes electronics and making things!

I would love to know what projects you plan on building (or have already built) with these LCDs. If you have any questions, suggestions, or if you think that things are missing in this tutorial, please leave a comment down below.

code for lcd display in arduino quotation

ERM2004FS-3 is small size 20 characters wide,4 rows character lcd module,SPLC780C controller (Industry-standard HD44780 compatible controller),6800 4/8-bit parallel interface,single led backlight with white color included can be dimmed easily with a resistor or PWM,fstn-lcd positive,black text on the white color,high contrast,wide operating temperature range,wide view angle,rohs compliant,built in character set supports English/Japanese text, see the SPLC780C datasheet for the full character set, It"s optional for pin header connection,5V or 3.3V power supply and I2C adapter board for arduino.

It"s easily controlled by MCU such as 8051,PIC,AVR,ARDUINO,ARM and Raspberry Pi.It can be used in any embedded systems,industrial device,security,medical and hand-held equipment.

Of course, we wouldn"t just leave you with a datasheet and a "good luck!".For 8051 microcontroller user,we prepared the detailed tutorial such as interfacing, demo code and Development Kit at the bottom of this page.

code for lcd display in arduino quotation

Strings are used to store text. They can be used to display text on an LCD or in the Arduino IDE Serial Monitor window. Strings are also useful for storing the user input. For example, the characters that a user types on a keypad connected to the Arduino.

In this chapter, we will learn Strings, objects and the use of strings in Arduino sketches. By the end of the chapter, you will learn which type of string to use in a sketch.

The first type of string that we will learn is the string that is a series of characters of the type char. In the previous chapter, we learned what an array is; a consecutive series of the same type of variable stored in memory. A string is an array of char variables.

A string is a special array that has one extra element at the end of the string, which always has the value of 0 (zero). This is known as a "null terminated string".

The following example shows what a string is made up of; a character array with printable characters and 0 as the last element of the array to show that this is where the string ends. The string can be printed out to the Arduino IDE Serial Monitor window by using Serial.println() and passing the name of the string.

In this sketch, the compiler calculates the size of the string array and also automatically null terminates the string with a zero. An array that is six elements long and consists of five characters followed by a zero is created exactly the same way as in the previous sketch.

The string is shortened by replacing the 14th character in the string with a null terminating zero (2). This is element number 13 in the string array counting from 0.

When the string is printed, all the characters are printed up to the new null terminating zero. The other characters do not disappear; they still exist in the memory and the string array is still the same size. The only difference is that any function that works with strings will only see the string up to the first null terminator.

Finally, the sketch replaces the word "cake" with "tea" (3). It first has to replace the null terminator at like[13] with a space so that the string is restored to the originally created format.

New characters overwrite "cak" of the word "cake" with the word "tea". This is done by overwriting individual characters. The "e" of "cake" is replaced with a new null terminating character. The result is that the string is actually terminated with two null characters, the original one at the end of the string and the new one that replaces the "e" in "cake". This makes no difference when the new string is printed because the function that prints the string stops printing the string characters when it encounters the first null terminator.

The previous sketch manipulated the string in a manual way by accessing individual characters in the string. To make it easier to manipulate string arrays, you can write your own functions to do so, or use some of the string functions from the C language library.

The String class, part of the core as of version 0019, allows you to use and manipulate strings of text in more complex ways than character arrays do. You can concatenate Strings, append to them, search for and replace substrings, and more. It takes more memory than a simple character array, but it is also more useful.

For reference, character arrays are referred to as strings with a small ‘s’, and instances of the String class are referred to as Strings with a capital S. Note that constant strings, specified in "double quotes" are treated as char arrays, not instances of the String class

Compares two Strings, testing whether one comes before or after the other, or whether they are equal. The strings are compared character by character, using the ASCII values of the characters. That means, for example, "a" comes before "b" but after "A". Numbers come before letters.

Converts the contents of a string as a C-style, null-terminated string. Note that this gives direct access to the internal String buffer and should be used with care. In particular, you should never modify the string through the pointer returned. When you modify the String object, or when it is destroyed, any pointer previously returned by c_str() becomes invalid and should not be used any longer.

Locates a character or String within another String. By default, it searches from the beginning of the String, but can also start from a given index, allowing to locate all instances of the character or String.

Locates a character or String within another String. By default, it searches from the end of the String, but can also work backwards from a given index, allowing to locate all instances of the character or String.

The String replace() function allows you to replace all instances of a given character with another character. You can also use replace to replace substrings of a string with a different substring.

Get a substring of a String. The starting index is inclusive (the corresponding character is included in the substring), but the optional ending index is exclusive (the corresponding character is not included in the substring). If the ending index is omitted, the substring continues to the end of the String.

Converts a valid String to an integer. The input string should start with an integer number. If the string contains non-integer numbers, the function will stop performing the conversion.

Converts a valid String to a float. The input string should start with a digit. If the string contains non-digit characters, the function will stop performing the conversion. For example, the strings "123.45", "123", and "123fish" are converted to 123.45, 123.00, and 123.00 respectively. Note that "123.456" is approximated with 123.46. Note too that floats have only 6-7 decimal digits of precision and that longer strings might be truncated.

Get a version of the String with any leading and trailing whitespace removed. As of 1.0, trim() modifies the string in place rather than returning a new one.

The strlen() function is used to get the length of the string. The length of the string is for the printable characters only and does not include the null terminator.

The operator sizeof() is used to get the length of the array that contains the string. The length includes the null terminator, so the length is one more than the length of the string.

sizeof() looks like a function, but technically is an operator. It is not a part of the C string library, but was used in the sketch to show the difference between the size of the array and the size of the string (or string length).

The strcpy() function is used to copy the str[] string to the out_num[] array. The strcpy() function copies the second string passed to it into the first string. A copy of the string now exists in the out_num[] array, but only takes up 18 elements of the array, so we still have 22 free char elements in the array. These free elements are found after the string in memory.

The string was copied to the array so that we would have some extra space in the array to use in the next part of the sketch, which is adding a string to the end of a string.

The sketch joins one string to another, which is known as concatenation. This is done using the strcat() function. The strcat() function puts the second string passed to it onto the end of the first string passed to it.

After concatenation, the length of the string is printed to show the new string length. The length of the array is then printed to show that we have a 25-character long string in a 40 element long array.

When working with strings and arrays, it is very important to work within the bounds of strings or arrays. In the example sketch, an array was created, which was 40 characters long, in order to allocate the memory that could be used to manipulate strings.

If the array was made too small and we tried to copy a string that is bigger than the array to it, the string would be copied over the end of the array. The memory beyond the end of the array could contain other important data used in the sketch, which would then be overwritten by our string. If the memory beyond the end of the string is overrun, it could crash the sketch or cause unexpected behavior.

code for lcd display in arduino quotation

Hello friend welcome to “Techno-E-Solution” in this article we are going to learn how to connect LCD display with Arduino Uno and print "Hello World!" on LCD using Arduino Uno. The 16x2 LCD is most popular LCD in electronics projects. In upcoming project we need this display in our project so it"s the beginners level tutorial learn this tutorial with fun. So friends let"s get started..........

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code for lcd display in arduino quotation

What is the purpose of declaring LiquidCrystal_I2C lcd(0x27, 2, 1, 0, 4, 5, 6, 7, 3, POSITIVE); if we are using pins A4 and A5? I know that 0x27 is the ic address but what is the rest for?

there is a bit more but i"ll leave that for you to look into. in a more sophisticated IDE you normally can right click to a sub menu that will take you to the definition. it"s a great way to help you get a deeper understanding of how things work.0

I am getting a error while i m going to add zip file of lcd library error id this zip file does not contains a valid library please help me to resolve this issue as soon as possible.....

Hey guys. My LCD works fine using the above instructions (when replacing the existing LCD library in the Arduino directory) but I can"t get the backlight to ever switch off. Suggestions?

code for lcd display in arduino quotation

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code for lcd display in arduino quotation

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code for lcd display in arduino quotation

I just recently purchased an Arduino Uno 3 and I wanted to make an ultrasonic distance sensor that outputs the readings to a 16x2 LCD. I followed this guide:

http://www.mertarduino.com/using-ultrasonic-distance-sensor-hc-sr04-with-lcd-display-and-arduino/2018/11/22/ but it gave an error when I uploaded the code. The error was: a function definition is not allowed here before "{" token. I don"t know too much about Arduinos, so I need help.

code for lcd display in arduino quotation

Strings, objects and how to use strings in Arduino sketches are fully explained in this part of the Arduino programming course. The question of which type of sting to use in a sketch is answered at the end of this article.

The first type of string that we will look at is the string that is a series of characters of type char. The previous part of this course showed what an array is – a consecutive series of the same type of variable stored in memory. A string is an array of char variables.

A string is a special array that has one extra element at the end of the string which always has the value of 0 (zero). This is known as a "null terminated string".

The sketch shows what a string is made up of – it consists of a character array with printable characters and a 0 in the last element of the array to show that this is where the string ends.

In this sketch, the compiler calculates the size of the string array and also automatically null terminates the string with a zero. An array that is six elements long and consists of five characters followed by a zero is created exactly the same way as in the previous sketch.

The string is shortened by replacing the 14th character in the string with a null terminating zero (2). This is element number 13 in the string array counting from 0.

When the string is printed out, all the characters are printed up to the new null terminating zero. The other characters do not disappear – they still exist in memory and the string array is still the same size. The only difference is that any function that works with strings will only see the string up to the first null terminator.

Finally the sketch replaces the word "cake" with "tea" (3). It first has to replace the null terminator at like[13] with a space so that the string is restored to how it was originally created.

New characters overwrite "cak" of the work "cake" with the word "tea". This is done by overwriting individual characters. The "e" of "cake" is replaced with a new null terminating character. The result is that the string is actually terminated with two null characters – the original one at the end of the string and the new one that replaces the "e" in "cake". This makes no difference when the new string is printed out because the function that prints the string stops printing string characters when it encounters the first null terminator.

The previous sketch manipulated the string in a very manual way by accessing individual characters in the string. To make it easier to manipulate string arrays, you could write your own functions to do so, or use some of the string functions from the C language library.

The strlen() function is used to get the length of the string. The length of the string is for the printable characters only and does not include the null terminator.

The operator sizeof() is used to get the length of the array that contains the string. The length includes the null terminator, so the length is one more than the length of the string.

sizeof() looks like a function, but technically is an operator. It is not part of the C string library, but was used in the sketch to show the difference between the size of the array and the size of the string (or string length).

The strcpy() function is used to copy the str[] string to the out_num[] array. The strcpy() function copies the second string passed to it into the first string. A copy of the string now exists in the out_num[] array, but only takes up 18 elements of the array, so we still have 22 free char elements in the array. These free elements are found after the string in memory.

The string was copied to the array so that we would have some extra space in the array to use in the next part of the sketch which is adding a string to the end of a string.

The sketch joins one string to another, which is known as concatenation. This is done using the strcat() function. The strcat() function puts the second string passed to it onto the end of the first string passed to it.

After concatenation, the length of the string is printed to show the new string length. The length of the array is then printed to show that we have a 25 character long string in a 40 element long array.

When working with strings and arrays, it is very important to work within the bounds of the string or array. In the example sketch an array was created that was 40 characters long in order to allocate memory that could be used to manipulate strings.

If the array was made too small and we tried to copy a string that is bigger than the array to it, the string would be copied over the end of the array. The memory beyond the end of the array could contain other important data used in the sketch which would then be overwritten by our string. If the memory beyond the end of the string is overrun, it could crash the sketch or cause unexpected behaviour.

An object is a construct that contains both data and functions. A String object can be created just like a variable and assigned a value or string. The String object contains functions (which are called "methods" in object oriented programming (OOP)) which operate on the string data contained in the String object.

The string object my_str that was created has a number of functions or methods that can operate on it. These methods are invoked by using the objects name followed by the dot operator (.) and then the name of the function to use.

The toUpperCase() function operates on the string contained in the my_str object which is of type String and converts the string data (or text) that the object contains to upper-case characters.

The replace() function is used to replace the first string passed to it by the second string passed to it. replace() is another function that is built into the String class and so is available to use on the String object my_str.

Getting the length of the string is easily done by using length(). In the example sketch, the result returned by length() is passed directly to Serial.println() without using an intermediate variable.

A String object is much easier to use than a string character array. The object has built-in functions that can perform a number of operations on strings which are fully documented in the reference section on the Arduino website.

The main disadvantage of using the String object is that it uses a lot of memory and can quickly use up the Arduino"s RAM memory which may cause the Arduino to hang, crash or produce unexpected behaviour. This is especially true for the smaller Arduinos such as the Arduino Uno.

Character array strings are more difficult to use and you may need to write your own functions to operate on these types of strings. The advantage is that you have control of the size of the string arrays that you make, so you can keep the arrays small to save memory.

You need to make sure that you do not write over the end of the array bounds with string arrays. The String object does not have this problem and will take care of the string bounds for you, provided that there is enough memory for it to operate on. The String object can try to write to memory that does not exist when it runs out of memory, but will never write over the end of the string that it is operating on.

Actual practical uses of strings will be covered in the next part of this course when we look at how to get user input from the Serial Monitor window and save the input in a string.