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Raspberry Pi User Guide
Raspberry Pi User Guide
Raspberry Pi User Guide
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Raspberry Pi User Guide

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The “unofficial official” guide to the Raspberry Pi, complete with creator insight

Raspberry Pi User Guide, 3rdEdition contains everything you need to know to get up and running with Raspberry Pi. This book is the go-to guide for Noobs who want to dive right in. This updated third edition covers the model B+ Raspberry Pi and its software, additional USB ports, and changes to the GPIO, including new information on Arduino and Minecraft on the Pi. You’ll find clear, step-by-step instruction for everything from software installation and configuration to customizing your Raspberry Pi with capability-expanding add-ons. Learn the basic Linux SysAdmin and flexible programming languages that allow you to make your Pi into whatever you want it to be.

The Raspberry Pi was created by the UK Non-profit Raspberry Pi Foundation to help get kids interested in programming. Affordable, portable, and utterly adorable, the Pi exceeded all expectations, introducing millions of people to programming since its creation. The Raspberry Pi User Guide, 3rd Edition helps you and your Pi get acquainted, with clear instruction in easy to understand language.

  • Install software, configure, and connect your Raspberry Pi to other devices
  • Master basic Linux System Admin to better understand nomenclature and conventions
  • Write basic productivity and multimedia programs in Scratch and Python
  • Extend capabilities with add-ons like Gertboard, Arduino, and more

The Raspberry Pi has become a full-fledged phenomenon, popular with tinkerers, hackers, experimenters, and inventors. If you want to get started but aren’t sure where to begin, Raspberry Pi User Guide, 3rd Edition contains everything you need. 

LanguageEnglish
PublisherWiley
Release dateAug 25, 2014
ISBN9781118921678
Raspberry Pi User Guide
Author

Eben Upton

Eben Upton is the CEO of Raspberry Pi Ltd., which runs the engineering and trading activities of the Raspberry Pi Foundation. He is responsible for the overall software and hardware architecture of the Raspberry Pi device.

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    Raspberry Pi User Guide - Eben Upton

    cover.epsTitle page image

    Eben Upton and Gareth Halfacree

    This edition first published 2014

    © 2014 Eben Upton and Gareth Halfacree

    Registered office

    John Wiley & Sons Ltd., The Atrium, Southern Gate, Chichester, West Sussex, PO19 8SQ, United Kingdom

    For details of our global editorial offices, for customer services and for information about how to apply for permission to reuse the copyright material in this book please see our website at www.wiley.com.

    The right of the authors to be identified as the authors of this work has been asserted in accordance with the Copyright, Designs and Patents Act 1988.

    All rights reserved. No part of this publication may be reproduced, stored in a retrieval system, or transmitted, in any form or by any means, electronic, mechanical, photocopying, recording or otherwise, except as permitted by the UK Copyright, Designs and Patents Act 1988, without the prior permission of the publisher.

    Wiley also publishes its books in a variety of electronic formats. Some content that appears in print may not be available in electronic books.

    Designations used by companies to distinguish their products are often claimed as trademarks. All brand names and product names used in this book are trade names, service marks, trademarks or registered trademarks of their respective owners. The publisher is not associated with any product or vendor mentioned in this book. This publication is designed to provide accurate and authoritative information in regard to the subject matter covered. It is sold on the understanding that the publisher is not engaged in rendering professional services. If professional advice or other expert assistance is required, the services of a competent professional should be sought.

    Trademarks: Wiley and the Wiley logo are trademarks or registered trademarks of John Wiley & Sons, Inc. and/or its affiliates in the United States and/or other countries, and may not be used without written permission. Raspberry Pi and the Raspberry Pi logo are registered trademarks of the Raspberry Pi Foundation. All other trademarks are the property of their respective owners. John Wiley & Sons, Ltd. is not associated with any product or vendor mentioned in the book.

    Google Drive™ is a registered trademark of Google™.

    A catalogue record for this book is available from the British Library.

    ISBN 978-1-118-92166-1 (Pbk); ISBN 978-1-118-92168-5 (ePDF); ISBN 978-1-118-92167-8 (ePub)

    Set in 10 pt. Chaparral Pro by TCS/SPS

    Printed simultaneously in Great Britain and the United States

    Publisher’s Acknowledgements

    Some of the people who helped bring this book to market include the following:

    Editorial and Production

    VP Consumer and Technology Publishing Director: Michelle Leete

    Associate Director–Book Content Management: Martin Tribe

    Associate Publisher: Chris Webb

    Executive Commissioning Editor: Craig Smith

    Project Editor: John Sleeva

    Copy Editor: Melba Hopper

    Technical Editor: Andrew Scheller

    Senior Project Editor: Sara Shlaer

    Editorial Manager: Rev Mengle

    Editorial Assistant: Claire Johnson

    Marketing

    Marketing Manager: Lorna Mein

    Associate Marketing Manager: Carrie Sherrill

    Assistant Marketing Manager: Dave Allen

    About the Authors

    EBEN UPTON is a founder of the Raspberry Pi Foundation and serves as the CEO of Raspberry Pi (Trading), its commercial arm. He is a Technical Director with Broadcom, a Fortune 500 semiconductor company. In an earlier life, he founded two successful mobile games and middleware companies, Ideaworks 3d (now Marmalade) and Podfun, held the post of Director of Studies for Computer Science at St John's College, Cambridge, and wrote the Oxford Rhyming Dictionary with his father, Professor Clive Upton. He holds a BA, a PhD and an MBA from the University of Cambridge.

    GARETH HALFACREE is a freelance technology journalist and the co-author of the Raspberry Pi User Guide alongside project co-founder Eben Upton. Formerly a system administrator working in the education sector, Gareth's passion for open source projects has followed him from one career to another, and he can often be seen reviewing, documenting or even contributing to projects such as GNU/Linux, LibreOffice, Fritzing and Arduino. He is also the creator of the Sleepduino and Burnduino open hardware projects, which extend the capabilities of the Arduino electronics prototyping system. A summary of his current work can be found at http://freelance.halfacree.co.uk.

    For Liz, who made it all possible.

    —Eben

    For my father, the enthusiastic past, and my daughter, the exciting future.

    —Gareth

    Raspberry Pi User Guide

    Table of Contents

    Introduction

    Programming Is Fun!

    A Bit of History

    So What Can You Do with the Raspberry Pi?

    Part I

    Chapter 1: Meet the Raspberry Pi

    A Trip Around the Board

    Model A

    Model B

    Model B+

    A History of Model B PCB Revisions

    Revision 1

    Revision 2

    Model B+

    A Bit of Background

    ARM versus x86

    Windows versus Linux

    Chapter 2: Getting Started with the Raspberry Pi

    Connecting a Display

    Composite Video

    HDMI Video

    DSI Video

    Connecting Audio

    Connecting a Keyboard and Mouse

    Installing NOOBS on an SD Card

    Connecting External Storage

    Connecting the Network

    Wired Networking

    Wireless Networking

    Connecting Power

    Installing the Operating System

    Installing Using NOOBS

    Installing Manually

    Chapter 3: Linux System Administration

    Linux: An Overview

    Linux Basics

    Introducing Raspbian

    About Raspbian’s Parent, Debian

    Alternatives to Raspbian

    Using External Storage Devices

    Creating a New User Account

    File System Layout

    Logical Layout

    Physical Layout

    Installing and Uninstalling Software

    Obtaining Software from the Pi Store

    Obtaining Software from Elsewhere

    Finding the Software You Want

    Installing Software

    Uninstalling Software

    Upgrading Software

    Shutting the Pi Down Safely

    Chapter 4: Troubleshooting

    Keyboard and Mouse Diagnostics

    Power Diagnostics

    Display Diagnostics

    Boot Diagnostics

    Network Diagnostics

    The Emergency Kernel

    Chapter 5: Network Configuration

    Wired Networking

    Wireless Networking

    Installing Firmware

    Connecting to a Wireless Network via wpa_gui

    Connecting to a Wireless Network via the Terminal

    Chapter 6: The Raspberry Pi Software Configuration Tool

    Running the Tool

    The Setup Options Screen

    1 Expand Filesystem

    2 Change User Password

    3 Enable Boot to Desktop/Scratch

    4 Internationalisation Options

    5 Enable Camera

    6 Add to Rastrack

    7 Overclock

    8 Advanced Options

    9 About raspi-config

    Chapter 7: Advanced Raspberry Pi Configuration

    Editing Configuration Files via NOOBS

    Hardware Settings—config.txt

    Modifying the Display

    Boot Options

    Overclocking the Raspberry Pi

    Disabling L2 Cache

    Enabling Test Mode

    Memory Partitioning

    Software Settings—cmdline.txt

    Part II

    Chapter 8: The Pi as a Home Theatre PC

    Playing Music at the Console

    Dedicated HTPC with Raspbmc

    Streaming Internet Media

    Streaming Local Network Media

    Configuring Raspbmc

    Chapter 9: The Pi as a Productivity Machine

    Using Cloud-Based Apps

    Using LibreOffice

    Image Editing with the Gimp

    Chapter 10: The Pi as a Web Server

    Installing a LAMP Stack

    Installing WordPress

    Part III

    Chapter 11: An Introduction to Scratch

    Introducing Scratch

    Example 1: Hello World

    Example 2: Animation and Sound

    Example 3: A Simple Game

    Robotics and Sensors

    Sensing with the PicoBoard

    Robotics with LEGO

    Further Reading

    Chapter 12: An Introduction to Python

    Introducing Python

    Example 1: Hello World

    Example 2: Comments, Inputs, Variables and Loops

    Example 3: Gaming with pygame

    Example 4: Python and Networking

    Further Reading

    Chapter 13: Minecraft Pi Edition

    Introducing Minecraft Pi Edition

    Installing Minecraft

    Running Minecraft

    Exploration

    Hacking Minecraft

    Part IV

    Chapter 14: Learning to Hack Hardware

    Electronic Equipment

    Reading Resistor Colour Codes

    Sourcing Components

    Online Sources

    Offline Sources

    Hobby Specialists

    Moving Up from the Breadboard

    A Brief Guide to Soldering

    Chapter 15: The GPIO Port

    Identifying Your Board Revision

    GPIO Pinout Diagrams

    GPIO Features

    UART Serial Bus

    I²C Bus

    SPI Bus

    Using the GPIO Port in Python

    GPIO Output: Flashing an LED

    GPIO Input: Reading a Button

    Chapter 16: The Raspberry Pi Camera Module

    Why Use the Camera Module?

    Installing the Camera Module

    Enabling Camera Mode

    Capturing Stills

    Recording Video

    Command-Line Time-Lapse Photography

    Chapter 17: Add-On Boards

    Ciseco Slice of Pi

    Adafruit Prototyping Pi Plate

    Fen Logic Gertboard

    Part V

    Appendix A: Python Recipes

    Raspberry Snake (Chapter 12, Example 3)

    IRC User List (Chapter 12, Example 4)

    GPIO Input and Output (Chapter 15)

    Appendix B: Raspberry Pi Camera Module Quick Reference

    Shared Options

    Raspistill Options

    Raspivid Options

    Raspiyuv Options

    Appendix C: HDMI Display Modes

    Introduction

    "CHILDREN TODAY ARE digital natives, said a man I got talking to at a fireworks party. I don’t understand why you’re making this thing. My kids know more about setting up our PC than I do."

    I asked him if they could program, to which he replied: Why would they want to? The computers do all the stuff they need for them already, don’t they? Isn’t that the point?

    As it happens, plenty of kids today aren’t digital natives. We have yet to meet any of these imagined wild digital children, swinging from ropes of twisted-pair cable and chanting war songs in nicely parsed Python. In the Raspberry Pi Foundation’s educational outreach work, we do meet a lot of kids whose entire interaction with technology is limited to closed platforms with graphical user interfaces (GUIs) that they use to play movies, do a spot of word-processed homework and play games. They can browse the web, upload pictures and video, and even design web pages. (They’re often better at setting the satellite TV box than Mum or Dad, too.) It’s a useful toolset, but it’s shockingly incomplete, and in a country where 20 percent of households still don’t have a computer in the home, even this toolset is not available to all children.

    Despite the most fervent wishes of my new acquaintance at the fireworks party, computers don’t program themselves. We need an industry full of skilled engineers to keep technology moving forward, and we need young people to be taking those jobs to fill the pipeline as older engineers retire and leave the industry. But there’s much more to teaching a skill like programmatic thinking than breeding a new generation of coders and hardware hackers. Being able to structure your creative thoughts and tasks in complex, non-linear ways is a learned talent, and one that has huge benefits for everyone who acquires it, from historians to designers, lawyers and chemists.

    Programming Is Fun!

    It’s enormous, rewarding, creative fun. You can create gorgeous intricacies, as well as (much more gorgeous, in my opinion) clever, devastatingly quick and deceptively simple-looking routes through, under and over obstacles. You can make stuff that’ll have other people looking on jealously, and that’ll make you feel wonderfully smug all afternoon. In my day job, where I design the sort of silicon chips that we use in the Raspberry Pi as a processor and work on the low-level software that runs on them, I basically get paid to sit around all day playing. What could be better than equipping people to be able to spend a lifetime doing that?

    It’s not even as if we’re coming from a position where children don’t want to get involved in the computer industry. A big kick up the backside came a few years ago, when we were moving quite slowly on the Raspberry Pi project. All the development work on Raspberry Pi was done in the spare evenings and weekends of the Foundation’s trustees and volunteers—we’re a charity, so the trustees aren’t paid by the Foundation, and we all have full-time jobs to pay the bills. This meant that, occasionally, motivation was hard to come by when all I wanted to do in the evening was slump in front of the Arrested Development boxed set with a glass of wine. One evening, when not slumping, I was talking to a neighbour’s nephew about the subjects he was taking for his General Certificate of Secondary Education (GCSE, the British system of public examinations taken in various subjects from the age of about 16), and I asked him what he wanted to do for a living later on.

    I want to write computer games, he said.

    Awesome. What sort of computer do you have at home? I’ve got some programming books you might be interested in.

    A Wii and an Xbox.

    On talking with him a bit more, it became clear that this perfectly smart kid had never done any real programming at all; that there wasn’t any machine that he could program in the house; and that his information and communication technology (ICT) classes—where he shared a computer and was taught about web page design, using spreadsheets and word processing—hadn’t really equipped him to use a computer even in the barest sense. But computer games were a passion for him (and there’s nothing peculiar about wanting to work on something you’re passionate about). So that was what he was hoping the GCSE subjects he’d chosen would enable him to do. He certainly had the artistic skills that the games industry looks for, and his maths and science marks weren’t bad. But his schooling had skirted around any programming—there were no Computing options on his syllabus, just more of the same ICT classes, with its emphasis on end users rather than programming. And his home interactions with computing meant that he stood a vanishingly small chance of acquiring the skills he needed in order to do what he really wanted to do with his life.

    This is the sort of situation I want to see the back of, where potential and enthusiasm is squandered to no purpose. Now, obviously, I’m not monomaniacal enough to imagine that simply making the Raspberry Pi is enough to effect all the changes that are needed. But I do believe that it can act as a catalyst. We’re already seeing big changes in the UK schools’ curriculum, where Computing is arriving on the syllabus this year and ICT is being entirely reshaped, and we’ve seen a massive change in awareness of a gap in our educational and cultural provision for kids just in the short time since the Raspberry Pi was launched.

    Too many of the computing devices a child will interact with daily are so locked down that they can’t be used creatively as a tool—even though computing is a creative subject. Try using your iPhone to act as the brains of a robot, or getting your PS3 to play a game you’ve written. Sure, you can program the home PC, but there are significant barriers in doing that which a lot of children don’t overcome: the need to download special software, and having the sort of parents who aren’t worried about you breaking something that they don’t know how to fix. And plenty of kids aren’t even aware that doing such a thing as programming the home PC is possible. They think of the PC as a machine with nice clicky icons that give you an easy way to do the things you need to do so you don’t need to think much. It comes in a sealed box, which Mum and Dad use to do the banking and which will cost lots of money to replace if something goes wrong!

    The Raspberry Pi is cheap enough to buy with a few weeks’ pocket money, and you probably have all the equipment you need to make it work: a TV, an SD card that can come from an old camera, a mobile phone charger, a keyboard and a mouse. It’s not shared with the family; it belongs to the kid; and it’s small enough to put in a pocket and take to a friend’s house. If something goes wrong, it’s no big deal—you just swap out a new SD card and your Raspberry Pi is factory-new again. And all the tools, environments and learning materials that you need to get started on the long, smooth curve to learning how to program your Raspberry Pi are right there, waiting for you as soon as you turn it on.

    A Bit of History

    I started work on a tiny, affordable, bare-bones computer in 2006, when I was a Director of Studies in Computer Science at Cambridge University. I’d received a degree at the University Computer Lab as well as studying for a PhD while teaching there, and over that period, I’d noticed a distinct decline in the skillset of the young people who were applying to read Computer Science at the Lab. From a position in the mid-1990s, when 17-year-olds wanting to read Computer Science had come to the University with a grounding in several computer languages, knew a bit about hardware hacking, and often even worked in assembly language, we gradually found ourselves in a position where, by 2005, those kids were arriving having done some HTML—with a bit of PHP and Cascading Style Sheets if you were lucky. They were still fearsomely clever kids with lots of potential, but their experience with computers was entirely different from what we’d been seeing before.

    The Computer Science course at Cambridge includes about 60 weeks of lecture and seminar time over three years. If you’re using the whole first year to bring students up to speed, it’s harder to get them to a position where they can start a PhD or go into industry over the next two years. The best undergraduates—the ones who performed the best at the end of their three-year course—were the ones who weren’t just programming when they’d been told to for their weekly assignment or for a class project. They were the ones who were programming in their spare time. So the initial idea behind the Raspberry Pi was a very parochial one with a very tight (and pretty unambitious) focus: I wanted to make a tool to get the small number of applicants to this small university course a kick start. My colleagues and I imagined we’d hand out these devices to schoolkids at open days, and if they came to Cambridge for an interview a few months later, we’d ask what they’d done with the free computer we’d given them. Those who had done something interesting would be the ones that we’d be interested in having in the program. We thought maybe we’d make a few hundred of these devices, or best case, a lifetime production run of a few thousand.

    Of course, once work was seriously underway on the project, it became obvious that there was a lot more we could address with a cheap little computer like this. What we started with is a long way indeed from the Raspberry Pi you see today. I began by soldering up the longest piece of breadboard you can buy at Maplin with an Atmel chip at our kitchen table, and the first crude prototypes used cheap microcontroller chips to drive a standard-definition TV set directly. With only 512 K of RAM, and a few MIPS of processing power, these prototypes were very similar in performance to the original 8-bit microcomputers. It was hard to imagine these machines capturing the imaginations of kids used to modern games consoles and iPads.

    There had been discussions at the University Computer Lab about the general state of computer education, and when I left the Lab for a non-academic job in the industry, I noticed that I was seeing the same issues in young job applicants as I’d been seeing at the University. So I got together with my colleagues Dr Rob Mullins and Professor Alan Mycroft (two colleagues from the Computer Lab), Jack Lang (who lectures in entrepreneurship at the University), Pete Lomas (a hardware guru) and David Braben (a Cambridge games industry leading light with an invaluable address book), and over beers (and, in Jack’s case, cheese and wine), we set up the Raspberry Pi Foundation—a little charity with big ideas.


    Why Raspberry Pi?

    We get asked a lot where the name Raspberry Pi came from. Bits of the name came from different trustees. It’s one of the very few successful bits of design by committee I’ve seen, and to be honest, I hated it at first. (I have since come to love the name, because it works really well—but it took a bit of getting used to since I’d been calling the project the ABC Micro in my head for years.) It’s Raspberry because there’s a long tradition of fruit names in computer companies (besides the obvious, there are the old Tangerine and Apricot computers—and we like to think of the Acorn as a fruit as well). Pi is a mangling of Python, which we thought early on in development would be the only programming language available on a much less powerful platform than the Raspberry Pi we ended up with. As it happens, we still recommend Python as our favourite language for learning and development, but there is a world of other language options you can explore on the Raspberry Pi too.


    In my new role as a chip architect at Broadcom, a big semiconductor company, I had access to inexpensive but high-performing hardware produced by the company with the intention of being used in very high-end mobile phones—the sort with the HD video and the 14-megapixel cameras. I was amazed by the difference between the chips you could buy for $10 as a small developer, and what you could buy as a cell-phone manufacturer for roughly the same amount of money: general purpose processing, 3D graphics, video and memory bundled into a single BGA package the size of a fingernail. These microchips consume very little power, and have big capabilities. They are especially good at multimedia, and were already being used by set-top box companies to play high-definition video. A chip like this seemed the obvious next step for the shape the Raspberry Pi was taking, so I worked on taping out a low-cost variant that had an ARM microprocessor on board and could handle the processing grunt we needed.

    We felt it was important to have a way to get kids enthusiastic about using a Raspberry Pi even if they didn’t feel very enthusiastic about programming. In the 1980s, if you wanted to play a computer game, you had to boot up a box that went bing and fed you a command prompt. It required typing a little bit of code just to get started, and most users didn’t ever go beyond that—but some did, and got beguiled into learning how to program by that little bit of interaction. We realised that the Raspberry Pi could work as a very capable, very tiny, very cheap modern media centre, so we emphasised that capability to suck in the unwary—with the hope that they’d pick up some programming while they’re at it.

    After about five years’ hard grind, we had created a very cute prototype board, about the size of a thumb drive. We included a permanent camera module on top of the board to demonstrate the sort of peripherals that can easily be added (there was no camera when we launched because it brought the price up too much, but we’ve now made a separate, cheap camera module available for photography projects), and brought it along to a number of meetings with the BBC’s R&D department. Those of us who grew up in the UK in the 1980s had learned a lot about 8-bit computing from the BBC Microcomputer and the ecosystem that had grown up around it—with BBC-produced books, magazines and TV programmes—so I’d hoped that they might be interested in developing the Raspberry Pi further. But as it turned out, something has changed since we were kids: various competition laws in the UK and the EU meant that the Beeb couldn’t become involved in the way we’d hoped. In a last-ditch attempt to get something organised with them, we ditched the R&D department idea and David (he of the giant address book) organised a meeting with Rory Cellan-Jones, a senior tech journalist, in May 2011. Rory didn’t hold out much hope for partnership with the BBC, but he did ask if he could take a video of the little prototype board with his phone, to put on his blog.

    The next morning, Rory’s video had gone viral, and I realised that we had accidentally promised the world that we’d make everybody a $25 computer.

    While Rory went off to

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