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Pic tutorial

Understanding Registers: PIC Tutorial - 1


Posted by Swagatam Majumdar
Before getting into the minute details of PIC programming, it would be first important to
learn a few good programming methods.
To begin with suppose you type a ;(semicolon) at any point of the program, alls that come
after this semicolon would get ignored by the compiler, until of course the carriage gets
back into the position.
The above feature allows us to add comments or remarks such that they dont become the
part of the program yet facilitates us to identify the program with the help of the comments
beside it. Putting comments is a recommended practice while programming any IC.
Next important thing in the course is to assign names to the various constants (you would
learn them later elaborately). This aso makes it simpler to understand whats being written
to, or regarding the involved values, instead of getting confused with the included numbers.
The above must be done in the form of actual names for instant recognition, for example
COUNT, it would be important to note that here all capital letters are employed to make it
distinct and also indicate that its a constant value.

As we can see, the above is done in the form of a box made of semicolons; this just makes
it look cleaner. Additionally try documenting the program on paper as well, this practice will
help to understand things in a step wise manner.
2. The Registers.
The register within a PIC is an area which accepts written details as well allows reading from
it. You may compare it to a sheet of paper where you can visualize contents and aso add by
writing over it.
The figure below depicts a typical register file map embedded within a PIC16F84. The
format is not something which is actually set inside the PIC, its simply to indicate how the
bits may be arranged inside the chip and to understand a few of the involved commands.

You can see that its basically divided into Bank 0 and Bank 1. Bank 1 is responsible for
controlling the actual working of the PIC, for instance it tel the PIC which bits at Port A are
assigned as inputs and which are as outputs.
Bank 2 is just for manipulating the information.
Lets understand this through the following example:
Suppose we wish to assign one bit at PortA high. For this we would first need to go to Bank
1 for setting the specified bit or pin at Port A in the form of an output. After this we return
toBank 0 and deliver a logic 1 (bit 1) to that specific pin.
The most common registers which we woud like to use in Bank 1 are STATUS, TRISA and
TRISB.
STATUS helps us to return to Bank 0, TRISA permits us to choose which pins at Port A are
outputs and which may be inputs, while TRISB facilitates to select between output and input
pin at Port B.
The SELECT register in BANK 0 permits the user to flip to Bank 1.
Lets summarize the whole concept with the following description:
STATUS: In order to switch from Bank 0 to Bank 1 we command the STATUS register. This is
implemented by setting bit#5 of the STATUS register to 1. In order to return back to Bank
0, we assign bit 5 of the STATUS register to 0. The STATUS register is positioned at address
03h, here h signifies tat the number may be in Hexadecimal.
TRISA and TRISB: These are situated at address 85h and 86h correspondingly. For

programming a pin as an output or an input, we just deliver a zero or a one to the particular
bit in the register. Now this may be done in two ways, via binary, or Hex. In case one is
unable to convert the parameter he or she may go for a scientific calculator for
implementing the values.
Now we have5 pins at Port A, which corresponds to 5 pins. If we intend to fix one of the
pins as inputs, we deliver a 1 to the particular bit.
In casewe wanted to assign one of the pins as outputs, we would set the specific pin to 0.
The bits are aid down exacty corresponding to the bits, or more precisey bit 0 is RA0, bit 1
would be RA1, bit 2 = RA2 and so forth. Lets understand it in this way:
Suppose you wish to fix RA0, RA3 and RA4 as outputs, while RA1/RA2 as i/ps, you would do
this by sending 00110 (06h). Check out that bit 0 is toward the right as indicated here:
Port A Pin

RA4

RA3

RA2

RA1

RA0

Bit Number

Binary

The same goes for TRISB.


PORTA and PORTB
In order to deiver one of the output pins high, we just offer a 1 to thr respective bit in our
PORTA or PORTB register. An identical procedure may be followed for TRISA and TRISB
registers also.
Before we speed into our first example coding, lets just understand a coupe of more
registers, viz: w and f.
W and F
The W register is an ordinary register which enables you to assign any value of your choice.
As soon as you assign a magnitude to W, you may proceed by adding this to another value
or simply move it. With another value assigned, the details simply get overwritten on W.
The F register forwards its written matter over to a register. We would require this F register
to assign a value over a register, may be over the STATUS or the TRISA registers, as these
wont allow us to put the values directly over them.
An Example Program
Lets examine the following example code which will show us how the above instruction is
implemented and would also witness a few of the instructions in the course.
Lets begin by fixing Port A as discussed above.
For this we need to shift from Bank 0 to Bank1, this is done by setting up the
STATUS register situated at address 03h, bit 5 to 1.
BSF 03h,5
The BSF Means Bit Set F. We are using two numbers after this instruction 03h, which

is the STATUS register address, and the number 5 which corresponds to the bit number.
So, what we are saying is Set bit 5 in address 03h to 1.
We are now in Bank 1.
MOVLW 00110b
We are putting the binary value 00110 (the letter b means the number is in binary) into
our general purpose register W. I could of course have done this in hex, in which case
our instruction would be:
MOVLW 06h
Either works. The MOVLW means Move Literal Value Into W, which in English
means put the value that follows directly into the W register.
Now we need to put this value onto our TRISA register to set up the port:
MOVWF 85h
This instruction indicates Move The Contents Of W Into The Register Address That
Follows, in this instance the address refers to TRISA.
Our TRISA register at this point bears the figure 00110, or presented graphically:
Port A Pin

RA4

RA3

RA2

RA1

RA0

Binary

Input/Output

So now we possess our Port A pins, we must return to Bank 0 to adjust one of the
info.
BCF 03h,5
This instruction accomplishes the reverse of BSF. It implies Bit Clear F. The a pair of
numbers that
correspond are the address of the register, here the STATUS register, as well as the bit
figure, in this instance bit five. What exactly we have completed at present is, defined bit
five on our STAUS register to 0. We have at this point returned in Bank 0.
The following is the code all in one block:
BSF 03h,5 ;Go to Bank 1
MOVLW 06h ;Put 00110 into W
MOVWF 85h ;Move 00110 onto TRISA
BCF 03h,5 ;Come back to Bank 0

How to Write to the Ports - PIC Tutorial 2


Within the last instructional, we I confirmed you the way to establish the IO port pins on the
PIC to be possibly input or output.
Through this course, Let me assist you to send data to the ports. In the subsequent tutorial,
we are going to complete by flashing an LED on and off that consist of a complete program
detailing and a straightforward circuit diagram so that you could see the PIC performing
precisely what we anticipate it to. Dont attempt to put together and program your PIC with
the results below, since they are illustrations only. Initially, we will establish Port A bit 2 as
an output:

This could be recognizable from the previous instructional. The sole distinction could be We
have fixed every bit of the pins on A as output, by delivering 0h to the tri-state register. So
what now he must do is switch an LED on. We accomplish this by scheduling one of the pins
(the one with the LED linked to it) high. To put it differently, we apply a 1 to the pin. This is
exactly exactly how its carried out (observe the comments for a clarification for every line):

Therefore, what now we have accomplished is switch the LED on then off one time. What we
desire is for the LED to switch on subsequently off continually. We achieve this by obtaining
the program to return to the start. We accomplish this by initially establishing a tag at the
outset of our program, thereafter informing the program to proceed back there. We specify
a tag quite straightforwardly. We key in a term, say START, next type the code:

As is demonstrated, we initially mentioned the expression Start immediately at the outset


of the program. Next, at the very finish of the program we plainly mentioned goto Start.
The goto instruction performs just what it declares. This program would consistently switch
the LED on and off whenever we power up the circuit, tending to switch OFF once we
remove electricity. May be we ought to check our program yet again:

Surely we have omitted the comments off, however we can still observe the instructions and
the numbers. This can be a slightly puzzling later in case you try troubleshooting the
program and while writing the code you've memorize al of the addresses. Although the
comments may be be placed still it could become a bit cluttered. This will require naming
the numbers and might be accomplished by an additional instruction: 'equ' The 'equ'
instruction suggests that some stuff might be equal to another stuff. It may not be an
instruction for PIC, rather for the assembler. This instruction facilitates assigning name to a
register address location, or a constant to a programming term. We will establish a few
constants for our program and also witness how much straightforward it is reading the
program.

Since now we have fixed the constant values we may proceed by setting them up into our
program. The constant values needs to be designated prior to using them. therefore make
sure to always position them at the beginning of the program. We will rewrite the program
excluding the comments once again, in order to compare the earlier labeling with the latest
one.

May be you are able to notice that the constants are enabling slightly easier understanding
of the program, however we are still without the comments, no worries though, since we
are not yet finished.
Understanding Delay Loops: PIC Tutorial 3
There may be a minor downside of our flashing LED program. Every instruction needs 1
clock sequence to finish. In case we are utilizing a 4MHz crystal, then every instruction calls
for
1/4MHz, or 1uS to finish.
Since we have been employing just five instructions, the LED would activate then off in 5uS.
This could be much too rapid for folks to notice, in addition, it will seem that the LED is fully
on. What we should instead accomplish is produce a inhibition between switching the LED
on and turning the LED off. The theory of the inhibition is that we count down from a earlier
quantity, so when it gets to zero, we quit counting. The zero value signifies the conclusion of
the delay, and we keep working our process throughout the program. Therefore, the firstly
we must do is to determine a constant to make use of as our counter. Let us term this
constant COUNT. After that, we must determine how significant a number to begin counting
from. Surely, the biggest figure we could include is 255, or FFh in hex., as I talked about in
the earlier tutorial, the equinstruction assigns a expression to a register situation. This
implies that no matter what quantity we allocate our COUNT, it would match the items of
a register. In case we try to designate the value FFh, we are going to get a mistake once we
get to compile the program. The reason being the location FFh is , therefore we cant gain
access to it. Therefore, how must we designate a genuine number? Certainly, it will require
a small amount of lateral pondering. If perhaps we designate our COUNT to the address
08h, for instance, this would indicate a basic objective register destination. By default, the
untouched areas are set to FFh. Consequently, if COUNT leads to 08h, you will encounter
the value of FFh while we first power up. Nevertheless, I you, how can we fix COUNT to
another number?, all we apply is move a valuation to this destination first. As an
illustration, suppose we wished for COUNT to possess a value of 85h, we cant mention
COUNT equ 85h since that is the position of out Tri-State register for Port A. Precisely what
we accomplish is the following: movlw 85h;First put the value of 85h in the
Wregister movwf 08h;Now move it to our 08h register. Subsequently, in case we express
COUNT equ 08h, COUNT would match the value 85h. Delicate, isnt it! Therefore, initially we
determine our constant: COUNT equ 08h Following we must reduce this COUNT by one until
it becomes zero. It simply so occurs that there exists one instruction designed to accomplish
this for us, by making use of a goto and a tag. The instruction we are going to apply is:
DECFSZ COUNT,1 This instruction states Decrement the register (here it's COUNT) by the

number that tracks the comma. If we attain zero, hop two spots ahead. Lets find it in action
first, before we place it into our course.

What we have performed is initially establish our constant COUNT to 255. The subsequent
segment positions a tag, called LABEL close to our decfsz instruction. The decfsz COUNT,1
reduces the value of COUNT by one, and retains the end result straight into COUNT.
Moreover it verifies to check if COUNT possesses a value of 0. If it doesnt, it in that case
triggers the program to shift to the subsequent line. Now we have a goto declaration which
delivers us back to our decfsz instruction. In case the value of COUNT performs equal , then
the decfszinstruction results in our program to leap 2 spots ahead, and is sent to where We
have claimed Carry on here. Therefore, since you can observe, we have brought about the
program to sit in one spot for a predestined time before proceeding. This could be named a
delay loop. In case we require a more substantial delay, we could pursue one loop by the
next. The extra loops, the extended the delay. Let us at least two, assuming we want to
observe the LED flash.. We will place these delay loops into our program, and accomplish by
rendering it a genuine program by introducing comments:

It is possible to compile this program after which program the PIC. Obviously, be sure that
you attempt
the circuit out to check if it does indeed function. The following is a circuit diagram that you
should construct as soon as you have programmed the PIC.

Well done, you could have actually composed your first PIC program, as well as constructed
a circuit to blink an LED on and off. Until now, in case you have ensued these courses, you
might have learned an overall of seven instruction out of 35, but without doubt so far you
might be controlling the I/O ports!
Would you attempt to change the delay loops to render the LED flash quicker what
appears the minimal value of COUNT to essentially see the LED flash? Or maybe, you will
want to include a 3rd or supplementary delay loops after the initial one to stabilize the LED
down. A unique constant for each delay loop. You could potentially then actually fiddle with
your delay loops to render the LED flash at a specific speed, for instance after a second.
Within the next instructional let us see how we are able to utilize something known as a
subroutine to maintain the program compact and basic
Understanding Subroutines: PIC Tutorial 4
A subroutine is an integral part of code, or program, that may be referred as and when you
may need it. Subroutines are employed in cases where you are accomplishing the identical
function frequently.
The benefits of employing a subroutine are that it will likely be simpler to modify the value
once inside a subroutine instead of, say, ten times all through your program, as well as it
contributes greatly to decrease the level of memory your program consumes inside the PIC.
We will check out a subroutine:

Initially, we need to provide our subroutine a designation, and in this situation We have
selected ROUTINE. We after that type the code that we would like to conduct as normal.
That is why, We have selected the delay in our flashing led program. Lastly, we conclude the
subroutine by keying the RETURN instruction. To begin the subroutine from anywhere in our
program, we quickly type the instruction CALL and then the subroutine designation. We will
consider this in a little more depth. Once we arrive at the section of our program that CALL
xxx, in which xxx is the name of our subroutine, the program leaps to anywhere the
subroutine xxx is installed. The instructions inside the subroutine are carried out . Whenever
the instructionRETURN is accomplished, the program leaps returning to our principal
program to theinstruction subsequent to our CALL xxx instruction. It is possible to call the
similar subroutine several times as you would like, which explains why utilizing subroutines
lessens the general duration of our program. Nevertheless, there are a couple of factors you
should know of. Initially, as with our principal program, any specific constants needs to be
acknowledged before you can use them. These may be possibly acknowledged within the
subroutine itself, or directly at the beginning of the principal program. I propose you that
you acknowledge everything at the beginning of your main program, since then you
recognize that things are in an identical position. Next, one should make sure that the main
program skips over the subroutine. What I imply with this is should you place the subroutine
directly at the conclusion of your primary program, except if you utilize a
Goto declaration to leap off of where the subroutine is, the program would continue and
implement the subroutine regardless of whether you require it to or otherwise. The PIC
would not distinguish between a subroutine and the principal program. We will check out our
flashing led program, however this time we are going to make use of a subroutine for the

delay loop. Ideally, you will discover how much less complicated the program appears, as
well as you might find how the subroutine applies practically.

Eventually, you can observe that by utilizing a subroutine for our delay loop, we might have
downsized the dimensions of the program. Every time we desire a delay, possibly when the
LED is on or off, we basically call the delay subroutine. At the conclusion of the subroutine,
the program leads back to the line following our Call instruction. In the illustration above,
we flip the LED on. We after that contact the subroutine. The program then comes back in
order that we are able to switch the LED off. We call the subroutine once more, just in case
the subroutine might have completed, the program comes back and the
subsequent instruction it recognizes is goto Start. For anybody that may be intrigued, our
first program was 120 bytes long. Through the use of the subroutine, we could reduce our
program size down to 103 bytes. This could not sound to be that fantastic, however
considering the fact that we only have 1024 bytes overall inside the PIC, every small
amount benefits. Within the next instructional, let us check out reading from the ports.
How to Read from Input/Output Ports: PIC Tutorial 5
So far, we have been composing to Port A in order that we are able to switch an LED on and
off. At this point, we will see how we are going to read the I/O pins on the ports.
This is exactly to ensure that we are able to link an external circuit, and influence any
specific outputs it offers. Should you memorize from our earlier courses, if you want to
establish the I/O ports, we needed to jump from Bank 0 to Bank 1. We will accomplish that
initially:

At this point we have fixed bit 0 of Port A to input. we must now examine if the pin is high
or low. To accomplish this, one can utilize just one of two instructions: BTFSC and BTFSS.
The BTFSC instruction signifies Do a bit test on the register as well as bit we designate. In
case it is a 0, in that case we omit the subsequent instruction. BTFSS implies Do a bit test
in the register and bit we establish. In case it is set to a 1, then we bypass the
subsequentinstruction. Which one we utilize, is determined by precisely how we wish our
program to respond while we study the input. As an illustration, in case we are just awaiting
the input to be a 1, then we might be able to utilize the BTFSS instruction in the following
manner:
Code here
:
BTFSS
PortA,0
Goto start
Carry on here
:
:

The program would just shift onto Carry on here provided that bit 0 on PortA is scheduled
to a 1. We will currently write a program which could prompt an LED at one rate, however if
a switch is confined it would flash the LED two times as slower. It is possible to perhaps
exercise this program out for on your own, still We have incorporated the listing somehow.
You could attempt and author the entire program, in order to check if in case you have
understood the principles. We will be using the equivalent circuit as before, with the
inclusion of a switch attached RA0 of the PIC and the positive rail of our supply.

What We have accomplished here is to switch the LED on. I subsequently determine if the
switch is closed off. In case it is confined, next I connect to our delay subroutine. This
provides us the equivalent delay as before, however we are at this point contacting it two
times. The same thing applies to whenever the LED is off. In case the switch is not shut,
then we have our previousy recorded on and off periods.
Have you been following these lessons from the beginning, you might be seeking to grasp
that you have currently discovered ten of the 35 instructions for the PIC 16F84! And every
bit of these happen to be learned merely by switching an LED on and off.
Using Memory Space Efficiently: PIC Tutorial 6
Up till now, we have composed the PIC blink an LED on and off. Subsequently we were
capable of
with our PIC by including a switch, therefore varying the flash speed.
The sole issue is, the program is quite lengthy and rather inefficient of memory space. It
seemed ok while i was including the commands for the first time, however there ought to be
an easier way of executing it. Positively there is, we will analyze how we were literally
switching the LED on and off.
movlw
02h
movwf
PORTA
movlw
00h
movlw PORTA

At first we stuffed our w register with 02h, after that transfered it to our PortA register to
switch the
LED on. To switch it off, we packed w with 00h after which shifted it to our PortA register.
Inbetween all these routines we were forced to get in touch with a subroutine to ensure that
we could observe the LED
flashing. Therefore, we needed to transfer two sets of info a couple of times (one time into
the w register then to
PORTA) as well as call a subroutine two times (once for on then once for off).
Thus, how could we achieve this with added efficiency? Very simple. We utilize a different
instruction known as
XORF.
The XORF instruction works an Exclusive OR function on the register that we stipulate with
the info we provide. I believe I have to clarify what in the world an Exclusive OR is before
we continue.
In case we have two inputs, and one output, the input can only be a 1 if, and as long as, the
two inputs differ. While they are the same, then the output will probably be 0. The following
is a truth table, for individuals who choose to check out these:
A
0
0
1
1

B
0
1
0
1

F
0
1
1
0

We will at this point check out what goes on if we render B the just like our earlier output,
and simply
altering the value of A:
A
B
F
0
0
0
0
0
0
1
0
1
1
1
0
1
0
1
If we maintain the value of A same as 1, and we Exclusive OR it with the output, the output
would toggle. In case you cant notice this from the truth table, below it can be witnessed
utilizing binary:
EX-OR With 1 1
EX-OR With 1 0

Current Output
New Output
New Output

Maybe you can find that by exlusive ORing the output with 1, we will be now toglling the
output from 0 to 1 to 0.
Hence, to switch our LED on and off, we only require a couple of sentences:
MOVLW
02h
XORWF
PORTA,1
What precisely we will be accomplishing is adding our w register with 02h. We are in that
case Exclusive ORing this number with no matter what is on our PortA. In case bit 1 is a 1,
it is going to alter to a 0. In case bit 1 is a 0, it is going to alter to a 1.
Lets examine this code once or twice, to display how it's running binary:
PORTA
00010

xorwf
xorwf
xorwf
xorwf

00000
00010
00000
00010

We dont actually have to load the identical value into our w register every time, therefore it
is possible to accomplish this one time at the start, and simply leap back to our toggle
command. Additionally, we dont
ought to fix a value on our PortA register. The reason? Surely, since in case on power up it is
a 1, we can easily toggle it. I, alternatively a 0 on power up, we would even now toggle it.
Therefore you would want to see our newly formed code. The first one represents our
blinking LED code, while the second shows the one with the addition of the switch:

Lets wish you can find that simply by making use of one easy instruction, we now have cut
down the scale of
our program. The truth is, in order to display just how much we could reduce our programs
by, We have demonstrated the two programs, just what were composed, and their
dimensions in the table below:
Program
Alter
Dimensions (Bytes)
Flashing LED
Original
120
Flashing LED
Subroutine Added
103
Flashing LED
XOR Function Used
91
LED With Switch Original
132
LED With Switch XOR Function Used
124.
Therefore, not just have we discovered a few novel instructions, we certainly in addition
have decreased the size of our scripting!
Understanding Logical and Arithmetic Operators: PIC Tutorial 7
Below, we will analyze how you can wiggle individual bits, carry out certain straightforward
arithmetic, as well as data tables.
Logical Managers
Within the last tutorial I presented the Exclusive OR operation. The ExOR function is
understood as a logical operator. Within this tutorial I will enlighten the additional logical
operators that the PIC promotes. There wont be any kind of case in point programs,
however We will learn easy methods to use the operators by applying small areas of code.
AND The AND function basically analyzes two bits and delivers a 1 whether they are the
same, and a 0 in case they are distinctive. For instance, if we mentioned 1 AND 1, the
outcome is 1, while in case we declared1 AND 0 the consequence would be 0. Needless to
say, we are able to evaluate words also, as well as all of the the AND function accomplishes
is review the two terms bit by bit. The instance below demonstrates two 8-bit words
becoming ANDed together with the product:
AND
Equals

11001011
10110011
10000011

I hope you agree, the outcome will simply possess a 1 whenever 2 1s hand in hand with one
another in the a pair of words. We are able to utilize the AND function to verify the ports, for
instance. In case we are checking a few I/O pins that are linked to a circuit, and we should
keep an eye on a particular situation in which only a few of the pins are high, in that case
we are able to pretty much read the port, after which AND the outcome with the condition
we have been examining for, identical to the instance above. The PIC provides us two
ingredients for AND.
They are ANDLW and ANDWF. ANDLW permits us to carry out an AND function with the
details of the W register, and a amount that we stipulate.
The syntax is: ANDLW <number> wherein <number> is exactly what we are going to AND
the contents of W with. The consequence of the AND function would be stored directly into
the W register.
ANDWF permits us to carry out an AND function on the W register and a different register,
for example a PORT. The syntax is: ANDWF <register>,d in which <register> is the register
we are enthusiastic about, e.g. PORTA, and d shows the PIC where you should position the
result. If d=0, the outcome is put in the W register, and of d=1 the end result is saved in
the register we stipulated. The two parts of code below display a good example of each AND
function. The initial is examining the status of the PORTA, in which we need to check if the
inputs are 1100. We can place the outcome back into the W register
movlw
ANDWF

1100
05h,0

The second illustration might now verify the contents of the W register:
ANDLW
1100
OR
We have by now discovered one OR function, to be precise the XOR. This develops into a 1 if
two bits are not the same, but are different. You can find another OR function called IOR,
which is the inclusive OR. This function will generate a 1 in case either bit is a 1, but
additionally if each bits are 1. Below is a clear-cut truth table to illustrate this:
A B O/P
0 0
0
0 1
1
1 0
1
1 1
1
Arithmetic Operators
ADD
This function accomplishes what usually it claims. It contributes two figures! In case the
consequence of adding the two figures surpasses 8 bits, in that case a CARRY flag will
probably be set. The CARRY flag is situated at address 03h bit 0. When this bit is scheduled,
then the two figures surpassed 8 bits. When it is a 0, in that case the consequence is
located within 8 bits. As before, the PIC delivers us two styles of ADD, specifically ADDLW
and ADDWF. As you might have assumed, this is quite like the above function. ADDLW offers
the contents of the W register to that we stipulate. The syntax is: ADDLW <number>
ADDWF add the contents of the W register and some other register that we designate. The
syntax is: ADDWF <register>,d is where <register is the register we specify and d tells the
PIC where to place the outcome. If d=0, the result is put in the W register, and is d=1 it set
up in the register that we selected.

SUB
At this point, I guess you cant presume what this function conducts! Indeed, you suspected
it, this function
subtracts one bit from another. Again the PIC provides us 2 tastes: SUBLW and SUBWF. The
syntax is precisely the similar to for the ADD function, apart from evidently you type SUB in
place of ADD!
Increment
In case we wished to include 1 to a number in the PIC, we could absolutely make use of the
ADD function, and utilize the number one. ~The difficulty with this is that we must first
place the figure into the W register, subsequently use ADDLW 1 control to increment it. In
case we desired to include 1 to a register, it can be worse still. We first must place the
number 1 into the W register, after that use ADDWF <register>,1. Therefore, for instance,
to include 1 to location 0C, say, we would need to possess the following part of script:
movlw
addwf

01
0c,1

There exists an easier method of conducting this. We can exercise the command INCF. The
syntax is: INCF <register>,d where <register>, is the register, or place, that we are
concerned in, and d shows the PIC where you should position the outcome. In case d=0, the
outcome is within the W register, and in case d=1, the consequence is set in the register we
stipulated. By utilizing this individual instruction we are able to actually fifty percent of the
coding. In case we desired the outcome restored into the W register, in that case employing
the instance above, we might have had to include an additional command to shift the items
of 0C back into the W register, after which place the 0C register back to no matter what it
was. There exists increment command. It is INCFSZ. This command might increment the
register that we stipulate, however if we the register equals 0 after the increment (that will
occur while we include 1 to 127) after that the PIC will probably by pass the subsequent
instruction. The portion of code below reflects this:
Loop

incfsz
0C
Goto Loop
:
:
Remainder of program.
In the above portion of code, 0C is going to be incremented by 1. We next own an
instruction that informs the PIC to return to our tag named Loop, and increment 0C by 1
again. This continues until 0C equals 127. In this circumstance, when we increment 0C by 1,
0C is going to now match 0. Our INCFSZ instruction could very well inform the PIC to omit
the subsequent instruction, which in this instance is the goto declaration, hence the PIC will
go forward with the remaining of the program.
Decrement
We have by now discussed the decrement function in earlier training, therefore I wont
revise
it anymore.
Compliment

The final instruction in this discussion would reverse every single bit in the register that we
stipulate. The syntax is: COMF <register>,d wherein <register is the register that we wish
to reverse, and d will inform the PIC where to collect the result. If d=0, the result is saved
in the W register. If d=1, the result is saved again into the register we assigned. The
following example exhibits this instruction in practicality:
0C = 11001100
COMF 0C,1
0C = 00110011
This could be utilized, for instance, to swiftly swap the pins of a port from output to input
and so on.
Understanding Bit Operations: PIC Tutorial 8
Bit functions permit us to shape a single bit within a expression. They permit us to proceed,
set and get rid of single bits in registers or numbers that we stipulate.
At the conclusion of this course We will disclose a program designed to create a set of
sequencing lights that proceed forward, then the reverse way. We observed this
accomplished earlier when we examined the exclusive OR function, wherein we Exclusively
ORed the ports with a expression. We have uptil now noticed a few bit functions when we
establish the ports on the PIC, and
Let me reiterate their utilization here.
BCF
This instruction will wipe of a bit that we stipulate in a register that we designate. The
syntax
is:
BCF
<register>,<bit>
We employed this earlier to alter from page 1 to page 0 by removing a bit in the
STATUSregister. We are able to likewise use it to fix a bit to 0 in any
different register/location. For instance, in case we wished to set the 3rd bit in 11001101
saved in section 0C to 0, we might insert:
BCF 0C,03
BSF
This instruction would fix any bit we stipulate to 1 in any register that we indicate. We
utilized this earlier to proceed from Page 0 to Page 1. The syntax is: BSF <register>,<bit>,
and is utilized in precisely the same method as BCF above.
BTFSC
Up to now we could set or clear a bit in a register. However imagine if we need to basically
check if a bit is a 1 or a 0 in a register? Surely, it is possible to use BTFSC. It states Bit
TestRegister F, and Skip If It Is Clear. This instruction is going to analyze the bit we
designate in theregister. In case the bit is a 0, the instruction would inform the PIC to by
pass the subsequentinstruction. We might utilize this instruction in case we wished to check
a flag, for example the carry flag. This spares us needing to read the STATUS register and
searching for the individual bits to learn which flags are fixed. 29 For instance, in case we

wished to check if the Carry flag was set to 1 after we had added 2 figures, then we could
type the following:
BTFSC
03h,0
carry on here if set to 1
or here if set to 0
In case the status of the bit is a 1, in that case the instruction subsequent to BTFSC would
be completed. In case it is set to a 0, in that case the subsequent instruction is skipped. The
following part of code exhibits in which it might be employed:
Loop :
:
:
BTFSC 03,0
Goto Loop
In the above code, the PIC will simply get out of the loop in case bit 0 of the
STATUS register(or the Carry flag) is defined to 0. Or else, the goto command would be
conducted.
BTFSS
This instruction states Bit Test Register F, And Skip If Set. This can be comparable to the
BTFSCinstruction, apart from that the PIC would omit the subsequent instruction if the bit
we have been evaluating is set to 1, instead of 0.
CLRF
This instruction would fix the whole details of a register to 0. The syntax is:
CLRF <register>
We employed this earlier to set the output of the Ports to 0, by applying CLRF 85h. We
furthermore employed it to fix the Ports to include all pins to output by utilizing CLRF 05h.
CLRW
This could be resembling the CLRF instruction, except for clears the W register. The syntax
is pretty simply:
CLRW
RLF And RRF
These directions would transport a bit in a register a single slot to the left (RLF) or the right
(RRF) in a register. For instance, if we needed 00000001 and we employed RLF, in that case
we might possess 00000010. At this point, what goes on in case there is 10000000 and
applied the RLF instruction? Surely, the 1 would be positioned in the carry flag. In case we
applied the RLF instruction once more, the 1 would reappear back at the start. The alike
occurs, however in opposite, for the RRF instruction. The case in point below shows this for
the RLF instruction, in which We have can see the 8 bits of a register, as well as the carry
flag:
C 87654321
0 00000001

RLF
RLF
RLF
RLF
RLF
RLF
RLF
RLF
RLF

0
0
0
0
0
0
0
1
0

00000010
00000100
00001000
00010000
00100000
01000000
10000000
00000000
00000001

Example Program
We are now gonna see an example code that one can compile and drive. It would generate
a sequencing light beginning at PortA bit 0, going to PortB bit 8 and then returning.
Hook up LEDs to each one of the Port pins. We will have some of the bit procedures pointed
out in this tutorial.
TIME EQU 9FH
PORTB EQU 06H
TRISB EQU 86H
PORTA EQU 05H
TRISA EQU 85H
STATUS EQU 03H
COUNT1 EQU 0CH
COUNT2 EQU 0DH

; Variable for the delay loop.


; Port B address.
; Port B Tristate address.
; Port A address.
; Port A Tristate address.
; Page select register.
; Loop register.
; Loop register.

BSF STATUS,5
MOVLW 00H
MOVWF TRISB
MOVLW 00H
MOVWF TRISA
BCF STATUS,5
MOVLW 00H
MOVWF PORTA

; Go to page 1
; and set up
; both Ports A and B
; to output,
; then return to
; page 0.
; Clear Port A.
;

; Start of main program


RUN
MOVLW 01H
MOVWF PORTB
CALL DELAY
CALL DELAY

; Set the first bit


; on Port B.
; Wait a while
;

; Move the bit on Port B left, then pause.


RLF PORTB,1
CALL DELAY
CALL DELAY
RLF PORTB,1
CALL DELAY
CALL DELAY
RLF PORTB,1
CALL DELAY
CALL DELAY

RLF PORTB,1
CALL DELAY
CALL DELAY
RLF PORTB,1
CALL DELAY
CALL DELAY
RLF PORTB,1
CALL DELAY
CALL DELAY
RLF PORTB,1
CALL DELAY
CALL DELAY
RLF PORTB,1

; This moves the bit into the carry flag

; Now move onto Port A, and move the bit left.


RLF PORTA,1

; This moves the bit from the zero flag into PortA

CALL DELAY
CALL DELAY
RLF PORTA,1
CALL DELAY
CALL DELAY
RLF PORTA,1
CALL DELAY
CALL DELAY
RLF PORTA,1
CALL DELAY
CALL DELAY
; Move the bit back on Port A
RRF PORTA,1
CALL DELAY
CALL DELAY
RRF PORTA,1
CALL DELAY
CALL DELAY
RRF PORTA,1
CALL DELAY
CALL DELAY
RRF PORTA,1

; This moves the bit into the zero flag

; Now move the bit back on Port B


RRF PORTB,1
CALL DELAY
CALL DELAY
RRF PORTB,1
CALL DELAY
CALL DELAY
RRF PORTB,1
CALL DELAY
CALL DELAY
RRF PORTB,1
CALL DELAY

CALL DELAY
RRF PORTB,1
CALL DELAY
CALL DELAY
RRF PORTB,1
CALL DELAY
CALL DELAY
RRF PORTB,1
CALL DELAY
CALL DELAY
GOTO RUN

; Now we are back where we started,


;
; let's go again.

Understanding Data Tables: PIC Tutorial 9


There exists a great option in the training set that permits you to make use of a data table.
A data table is just a list of data quotes, in which all is looked over based on a few
considerations.
For instance, you could have a circuit that utilizes a PIC which counts the quantity of
instances an input pin becomes high in 1 second. After that you can exhibit the number on a
7 segment display. As soon as the timing has launched, the PIC starts counting the quantity
of occasions the pin goes high. After 1 second it visits the table and glances up the data it
must display the number on the display that symbolizes the amount of situations the pin got
high. This can be beneficial, since we dont determine what the figure could be until the PIC
has accomplished its estimate. By utilizing a table, we are able to allow the PIC determine
which figure to portray. At this point, before I continue to show you how the data table
functions, I might have to tell you that the PIC maintains path of whereabouts in the
program it is whilst the program is operating. It facilitates for those who have performed
certain programming in BASIC. Otherwise, dont be anxious, you might want to continue to
learn about the theory. Envision there is a BASIC program similar to the one presented
below:
10

LET K=0

11
12
20
21

K=K+1
IF K>10 THEN GOTO 20 ELSE GOTO 11
PRINT K
END

The program begins at line 10. As soon as K is scheduled to 0, it next advances to line 11.
After we have included 1 to K we after that proceed to line 12. At this point we might be
curious if K is higher than 10. In case it is, next we head to line 20, or else we return to line
11. Line 20 documents the K, and line 21 concludes the program. BASIC employs line
statistics to assist the programmer keep a record of where issues are, as labels are not
authorized. The PIC employs labels to escape between destinations or can it really? We
utilize the labels to ensure that we be aware of where issues are, as well as to ensure we
are able to inform the PIC in a simple way where to search. Precisely what occurs is the PIC
takes advantage of an inner line counter called a Program Counter. The Program Counter
(abbreviated to PC) trail of the memory destination of where the present instruction is.
Whenever we inform the PIC to visit a selected label, it understands the memory spot and
therefore augments the PC until it sees that memory destination. This is precisely the
same method as we check out the BASIC program above. Below is a segment of code, with
the memory spaces, or the items of the PC, beside every instruction:
PC Instruction
0000
0001
0002 Loop
0003
0004 end

movlw 03
movwf 0C
decfsc 0C
goto Loop

In the demonstration above, We have fixed the PC to 0000. On this we have


the instructionmovlw 03. When the PIC has implemented this data, it increments the PC in
order that the subsequent instruction is scanned. At this point the PIC views movwf 0C. The
PC is incremented yet again. Now the PIC studies decfsc 0C. In case the details of 0C are
not 0, in that case the PC is incremented by 1, as well as the following instruction, goto
Loop, informs the PC to return to position 0003, which there is the said Loop. In case the
details of 0C is 0, then the PC is advised to increment by 2, put simply omit the
subsequent instruction. This places the PC at position 0004, wherein the program finishes.
The destinations are fixed by the assembler, and we dont generally ought to be concerned
what the PC is accomplishing. Until, we find the need to bring it under control just like while
we do when utilizing data tables. The most convenient way to describe how a data table
functions, is to begin with an illustration.
PC equ 02
movlw 03
call
table
:
table
addwf PC
retlw
01
retlw
02
retlw
03
retlw
04
retlw
05
retlw
06
retlw
07

return
The initial instruction is allocating the label PC with the address of the Program Counter
(02h). We will be soon after putting the value of 03h into the w register. We after that
communicate to table. The foremost line in the subroutine table augments the details of the
W register (03h) to the program counter. This triggers the program counter to raise by 3, or
to put it a different way, stimulates the program counter to proceed down 3 lines. While the
counter arrives 3 lines down it the PIC recognizes the instruction retlw. This command sends
the value following it into the W register, after which comes back from the subroutine.
RETLW basically signifies Return, Literal to W. See I placed a comma after the word Return.
Since we are in a subroutine, we require a Return instruction to surface of it. Therefore the
RET in the instruction. After the RETLW instruction is a number, and this is exactly what is
put into the W register. In this instance it is the figure 3. We could designate any quantity to
the W register, so long as this figure is combined with the Program Counter in the table
subroutine, we are going to discover a retlw instruction. In the above illustration this implies
we are able to possess any number from 1 to 7. In case we proceed past the subroutine, we
might be able to finish up performing an additional section of the program. For this reason,
it is usually a smart move to place the data table exactly towards the end of the PIC
program, therefore if we do overshoot in that case we are going to arrive at the conclusion
of the program anyhow.
Understanding Interrupts: PIC Tutorial 10
The topic of interrupts may well gonna be the lengthiest and toughest to go thru. You
cannot find any uncomplicated method of detailing interrupts, however with a little luck
towards the end of this part you may be able to apply interrupts into your own programs.
We have separated the section into 2 stages. That is to enable separate the topic into
sections, also to provide you with an handy plit up for easy understanding. What exactly is
an interrupt? Surely, as the term indicates, an interrupt is a technique or a signal that
prevents a microprocessor/microcontroller from whatever thing its performing that
something different could happen. Allow me to give you an daily illustration. Think you are
relaxing in your own home, conversing to another person. All of a sudden the phone sounds.
You quit talking, and grab the telephone to talk to the caller. Once you have your telephone
interaction, you decide to return to conversing to the individual before the telephone rang.
It is possible to consider the principal routine while you chatt to somebody, the phone
ringing brings about to disrupt your conversing, and the break in routine is the method of
speaking on the phone. While the phone discussion comes to an end, then you go back to
your primary routine of chatting. This illustration is precisely how an interrupt a processor to
take action. The primary program is operating, carrying out certain function in a circuit,
however when an interruption takes place the primary program halts while a different
routine is performed. routine ends, the processor moves back to the primary routine just as
before. The PIC possesses 4 sources of interrupt. They could be broken down into a couple
of groups. Two are sources of interrupts which can be utilised outwardly to the PIC, whilst
the other two are inner processes. Let me clarify the two external types here. The other two
is going to be described in different tutorials once we arrive at timers and storing data.
Should you check out the pin-out of the PIC, you will notice that pin 6 it is RB0/INT. At this
point, RB0 is clearly Port B bit 0. The INT represents that it could as well be configures as an
outside interrupt pin. Furthermore, Port B pins 4 to 7 (pins 10 to 13) may also be utilized for
interrupts. Before we are able to employ the INT or another Port B pins, we must
accomplish two tasks. Very first we must inform the PIC that we will utilize interrupts. Next,
we must designate which port B pin we are going to be utilising as an interrupt rather than
as an I/O pin. Inside the PIC you can find a register known as INTCON, and is at address

0Bh. In this register you will discover 8 bits that may be enabled or disabled. Bit 7 of
INTCON is known as GIE. This is the Global Interrngupt Enable. Fixing this to 1 informs the
PIC that we will employ an interrupt. Bit 4 of INTCON is known as INTE, INTerrupt Enable.
Putting this bit to 1 conveys to the PIC that RB0 is going to be an interrupt pin. Configuring
bit 3, called RBIE, informs the PIc that we are going to be utilizing Port B bits 4 to 7. At this
point the PIC understands when this pin can be high or low, have to halt what its
performing and proceed with an interrupt routine. At this point, we must inform the PIC
whether or not the interrupt will likely be on the ascending edge (0V to +5V) or the
dropping edge (+5V to 0V) transformation of the signal. Put simply, do we wish the PIC to
interrupt each time the signal moves from low to high, or from high to low. By delinquency,
this can be established to be placed on the rising edge. The edge triggering is scheduled up
in an additional register called the OPTION register, at address 81h. The bit we are
enthusiastic about is bit 6, often referred to as INTEDG. Setting this to 1 triggers the PIC to
disrupt on the mounting edge (default state) and setting it to 0 stimulates the PIC to disrupt
on the sliding edge. If you would like the PIC to activate on the rising edge, then you
certainly dont have to do anything to this bit. At this point, sadly, the Option register is in
Bank 1, meaning that we enjoy to modify from bank 0 to bank 1, set the bit in the
Option register, after that return to bank 0. The key here is to accomplish every bit of the
Bank 1 registers in a single strike, for example establishing the port pins, after that
returning to Bank 0 if you are done. Fine, consequently we have notified the PIC which pin
will probably be the interrupt, and where edge to trigger, what goes on in the program and
the PIC any time the interrupt happens? A couple of stuff take place. Very first, a flag is
scheduled. This informs the internal processor of the PIC that an interrupt has transpired.
Next, the program counter (which I talked about within the previous tutorial) tips to a
specific address within the PIC. Lets swiftly check out all these individually. Interrupt Flag In
our INTCON register, bit 1 is the interrupt flag, called INTF. At this point, whenever any
interrupt arises, this flag will likely be fixed to 1. When there isnt an interrupt, the flag is
placed to 0. As well as that is just about all accomplishes. At this point you may be
pondering what is the point? Surely, even though this flag is scheduled to 1, the PIC is not
able to, and will not, react to another interrupt. Therefore, lets express that we bring about
an interrupt. The flag will likely be fixed to 1, and the PIC might go to our routine for
working the interrupt. When this flag wasnt fixed to 1, and the PIC was permitted to
continue answering the interrupt, then continuously pulsing the pin could keep the PIC
returning to the beginning of our interrupt routine, and by no means completing it.
Returning to my illustration of the telephone, its similar to lifting the telephone, and
immediately once proceeding to discuss it begins ringing yet again since another person
wishes to speak with you. It is advisable to complete one dialogue, then grab the phone
again to speak with the subsequent individual. You can find a small problem with this flag.
Even though the PIC quickly sets this flag to 1, it doesnt set it again 0! That activity must
be exercised by the programmer i.e. you. This can be effortlessly accomplished, since Im
certain presume, and needs to be achieved after the PIC has carried out the interrupt
routine.
Memory Location
Whenever you initially power up the PIC, or in case there exists a reset, the Program
Counter tips to address 0000h, that could be immedaitely at the outset of the program
memory. But, in the event there is an interrupt, the Program Counter would indicate
address 0004h. Therefore, while we are composing our program that will have interrupts,
we firstly must inform the PIC to hop over address 0004h, and maintain the interrupt
routine which begins at address 0004h discrete from the remainder of the program. This can
be hassle-free to perform. Initially, we commence our program with a command known as
ORG. This command indicates Origin, or start. We stick to it with an address. Since the PIC

commences at address 0000h, we type ORG 0000h. After that we must bypass over address
0004h. We accomplish this by putting a GOTOinstruction, accompanied by a label which tips
to our primary program. We after that adhere to this GOTO command with one more ORG,
this moment with the address 0004h. It will be after this command that we insert our
interrupt routine. At this point, we might be able to possibly type in our interrupt routine
straight following the second ORG command, or we are able to position a GOTO statement
which points to the interrupt routine. It truly is related to option on your part. To inform the
PIC it offers arrived at the conclusion of the interrupt routine we must position the
command RTFIE towards the end of the routine. This command signifies return from the
interrupt routine. While the PIC notices this, the Program Counter indicates to the final
position the PIC was at before the interrupt occurred. We have established below a brief
section of code to display the above:

There are a couple of stuffs you should be informed when utilizing interrupts. The initial
tends to be that if you might be utilizing the identical register in your primary program and
the interrupt routine, in mind that the details of the register will most likely alter when the
interrupt takes place. For instance, lets utilizing the w register to forward data to Port A
primary program, therefore you can be additionally utilizing the w register in the interrupt
routine to shift data from one destination to another. In case you are not cautious, the w
register would include the last value it received while it had been in the interrupt routine, so
when you return from the interrupt this information is going to be delivered to Port A rather
than the value you possessed before the interrupt occurred.
The means around this is to momentarily save the details of the w register prior to when
you utilize it once again in the interrupt routine. The second is the fact you can find a delay
between when one interrupt takes place and when the subsequent one can arise. While you
understand, the PIC possesses an exterior clock, which could possibly be a crystal or it could
be a resistor-capacitor combo. No matter what the frequency of this clock, the PIC divides it
by 4 after which employs this for its inner timing. For instance in case you have a 4MHz
crystal linked to your PIC, in that case the PIC would perform the instructions at 1MHz. This
interior timing is known as an Instruction Cycle. At this point, the data sheet claims
(undoubtedly in diminutive print) that you need to enable 3 to 4 instruction rounds between
interrupts. My would be to enable 4 rounds. The reason behind the delay is the PIC requires
time to leap to the interrupt address, the flag, and arrive back away from the interrupt
routine. Therefore, keep this in your mind if you work with an alternate circuit to activate an
interrupt for the PIC. At this point, a point to is the fact that if you utilize bits 4 to 7 of Port
B as an interrupt. You are unable to choose specific pins on Port B to function as an
interrupt. Therefore, in case you allow these pins, they likely could be all obtainable.
Therefore, for instance, you cant simply have bits 4 and 5 bits 6 and 7 will likely be
empowered at the same time. What exactly is the purpose of getting four bits to represent
an interrupt? Surely, you might have a circuit hooked up to the PIC, in case anyone of four

lines go high, in that case this may be an issue that you require the PIC to influence
instantly. One illustration of this could be a home security alarm, in which four sensors are
linked to Port B pins 4 to 7. Any specific sensor can prompt the PIC to trigger an alarm, and
the alarm signaling routine is the interrupt routine. This spares checking the ports
constantly and permits the PIC to continue with different matters. Within the next tutorial,
we are going to compose a program to manage an interrupt.
How to Write Codes: PIC Tutorial 11
We dealt with a lot of basics within the last tutorial, therefore I feel the time has come that
we composed
our first program.
The program we will write would count the quantity of occasions we turn a switch on, and
then exhibit the number. The program would count from 0 to 9, viewable on 4 LEDs in
binary form, along with the input or interrupt will likely be on RB0. The number one thing
we must conduct is inform the PIC to leap over the address in which the Program Counter
points to whenever an interrupt takes place. You will observe that We are employing an
unique method of exhibiting hexadecimal numbers. Before I happened apply F9h in which h
indicated hexadecimal. We could write this as 0xF9, which is the structure we are going to
employ from now on.

Now we need to tell the PIC that we are going to use interrupts, and we are using RB0 pin 6
as an interrupt pin:
bsf INTCON,7;GIE Global interrupt enable (1=enable)
bsf INTCON,4;INTE - RB0 interrupt enable (1=enable)
I am going to clear the interrupt flag just in case (I never trust anything!)
bcf INTCON,1;INTF - Clear flag bit just in case
Currently we must establish our 2 ports. Keep in mind that as we are now utilizing RB0 as
an interrupt pin, this needs to be established as an input:

We are going to use a variable called COUNT to store the number of switch counts. We could
just simply increment the value on Port A, but you will see why I am using a variable when
we write our interrupt routine.

Therefore, our principal program is composed, and at this point we must inform the PIC how
to proceed whenever an interrupt takes place. Within this example, our interrupt will
probably be the switch. Just what we would like the PIC to is one to the adjustable COUNT
every time the switch is confined. Nevertheless, we just wish to show the how many
occasions the switch shuts from 0 to 9. Above, I stated we might be able to have simply
incremented the value on Port A every time there is an interrupt. However, Port A has 5 bits,
in case we simply incremented the port, we are going to possess the highest count of 31.
There are a couple of explanations why I selected not to move up to 31.
Initially, we will employ a 7-segment screen, which could at the most only go from 0 to 15
(0 to F in hex). Next, I additionally wish to show you a few of the arithmetic commands
which you stumbled on in the past few lessons. Therefore we will continue with our interrupt
routine. Currently the firstly we must accomplish is briefly store the details of our w register,
since we have been applying this to shift the contents of COUNT to PORTA. In case we dont
save it, in that case we might be able to deliver a totally different number because of our
arithmetic. Therefore lets accomplish that first:

At this point we we understand if the value of COUNT is 9 or more. Just what we need to
accomplish now is if COUNT is more than 9, place it back to 0, or else return to the main
program to ensure that we are able to deliver it to Port A. The BTFSS command since you

understand would the subsequent


instruction in case the carry flag is scheduled i.e COUNT = 10:

The only thing which is remaining to do now is enter collectively as well as determine values
to our constants, which we are able to perform right at the start of our program.
Each time you activate the switch on, the LEDs are going to count up in binary from 0000 to
1010
then back to 0000.

The following figure shows the circuit diagram compatible with the above explained code.
Interestingly you will find that the timing capacitor has been included in the design. This is
nice little ploy through which you get the freedom of avoiding the inclusion of the capacitor
in case you don't have any with you during that time.
Here the capacitance comes into play via the stray capacitance across the oscillator pin and
ground.
Of course it might not seem to be a very intelligent way of avoiding a capacitor practically
since the stray value might vary with different given conditions.
Another section which can be witnessed in the circuit is the denouncing network across the
switch. This prevents interference while mechanical switching and prevents the PIC from
getting confused if the switching was a single toggle or multiple toggles.

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