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Author SHA1 Message Date
aabcfc6a9a Added the generated design docs.
Also explained how to generate them in the README.md file.
2025-07-18 12:25:52 -04:00
1c593aff9b Initial pass on the design documentation.
The design doc and software design doc.
The UML images are generated with plantUML from the *.puml files.
2025-07-18 12:14:01 -04:00
9 changed files with 392 additions and 0 deletions

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@ -93,8 +93,33 @@ To build and flash the program to your Microbit just run:
cargo embed
```
## Documentation
### Design Doc
The [Design Doc][./docs/design.pdf] is generated with pandoc from the markdown
file.
```bash
pandoc ./docs/design.md -o ./docs/design.pdf
```
### Software Design Doc
The [Software Design Doc][./docs/sdd.pdf] is generated with pandoc from the markdown
file.
```bash
pandoc ./docs/sdd.md -o ./docs/sdd.pdf
```
### UML
[UML][./docs/uml/] is generated using Plant UML on the \*.puml files.
```bash
plantuml ./docs/uml/*.puml
```
---
## Copyright & License

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# Design Document: MicroBadge
## Overview
**MicroBadge** is an interactive embedded application built for the BBC
micro:bit v2. It is written in **Rust** using the **Embassy** async embedded
runtime. The project functions as a **conference name badge** that acts as a
professional and technical icebreaker at events.
The application framework includes:
* A **menu system** for switching between apps.
* A **name scroller** for displaying your name or custom message.
* A **Snake game** for fun and interactivity.
* A **NFC business card** app for sharing contact info. **Still in progress**
## Goals
* Provide a custom and memorable name badge experience.
* Showcase embedded Rust development using async and no-std.
* Enable fun interactions and sharing via NFC.
* Serve as a technical portfolio piece for conferences, meetings, and
interviews.
## Architecture
### 1. Core Framework
* Built on **Embassy** for asynchronous concurrency.
* Uses hardware abstraction layers (HALs) for GPIO, timers, display, and
buttons.
* Implements a lightweight app-switcher system with a menu UI.
### 2. Applications
#### Name Scroller
* Scrolls a name or message across the LED matrix.
* Configurable for speed and repeat mode.
* Useful for identifying the wearer at a glance.
#### Snake Game
* Classic Snake game rendered on the 5x5 LED display.
* Uses `Button A` and `Button B` for turning.
* Includes food spawning, score tracking, and difficulty selection.
* Uses PWM for different intensity led lights.
#### NFC Business Card (WIP)
* Leverages the onboard NFC peripheral.
* Intends to share vCard/contact data over NFC.
* Targeted at mobile phones for quick transfer of contact info
## User Interaction
* Navigation is handled via micro:bit's `Button A`, `Button B`, and long-press `Start` gesture
* LED matrix provides visual feedback for game states and menu navigation
* Apps are selected from a simple menu UI
* Snake game is tuned to a slower speed (~4Hz) for usability
## Development Environment
* Written entirely in **Rust**, `#![no_std]`
* Uses **Embassy** for async device access and task scheduling
* Debugging output via `defmt`
* Built and flashed using `probe-rs` and `cargo-embed`
## Future Improvements
* Finalize NFC vCard transmission
* Add configuration storage via flash memory
* Create a desktop companion app for editing settings
* Support BLE for data sync or configuration
## Summary
MicroBadge combines a fun hardware platform with modern Rust development.
It serves not only as a name badge but also as a way to demonstrate embedded
skills, share contact info, and invite technical discussion at events.

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# MicroBadge Software Design Document
## 1. Introduction
### 1.1 Purpose
MicroBadge is a software application suite for the BBC micro:bit v2, designed
as a digital conference badge. It serves both functional and social purposes;
displaying the users name, hosting small interactive demos, and offering
contact sharing via NFC.
This project serves as a conversation starter and technical showcase during
events like conferences, meetings, and interviews.
### 1.2 Scope
This document focuses exclusively on the software implementation of MicroBadge.
It covers the architecture, data structures, behavior, and design choices used
to implement the badges app-switching system and core applications using Rust
and the `embassy` async runtime.
### 1.3 Audience
This document is intended for:
* Reviewers evaluating its design.
* Recruiters or interviewers reviewing technical work.
* Anyone trying to learn how to write Rust on an embedded platform.
## 2. System Overview
MicroBadge is an embedded application for the micro:bit v2. It uses the
Embassy async runtime to manage multiple cooperative tasks without a
traditional RTOS. The system is modular and consists of an app switcher,
an LED display task, button listeners, and multiple interactive apps.
### 2.1 Runtime and Concurrency
MicroBadge uses Embassy's async executor. It runs the following tasks:
* `display_task` -- Consumes frame buffers and drives the LED matrix.
* `button_listener` -- One per button (A, B, Start). Waits for input and
debounces it before sending an event.
* `app_task` -- Runs the currently selected app. Allows apps to yield and
re-enter on each loop.
All communication is channel-based using `embassy_sync::channel::Channel`.
[Task UML][./uml/tasks.png]
### 2.2 App Switcher
The `Switcher` manages app selection and transition. It displays a menu and
uses the A, B, and Start buttons to navigate between apps.
Each app implements a shared `App` trait with an async `run()` method.
Apps are isolated and run cooperatively, returning control when done.
Current apps:
* *Menu*. The top-level app that allows selecting from installed apps.
* *Badge*. Scrolls a string (e.g. your name) across the LED matrix.
* *Snake*. A basic snake game with food, direction control, and score.
* *NFC Card* (in development). Will present contact info via NFC.
[Switcher UML][./uml/switcher.png]
### 2.3 Input System
Each button is handled by a separate `button_listener` task. When a button
is pressed, it sends a `Button` enum into a shared channel.
Apps listen for button input using the receiver end of the channel.
* A and B buttons are mapped to actions like turn left and right.
* Start is used to confirm or start an app. It is mapped to the capacitive touch sensor logo.
* A debounce delay of 100 ms is used for stability.
### 2.4 Rendering System
The rendering system uses a frame buffer that is written by the active app
and read by the `display_task`.
Apps write into this buffer using a `Renderer` abstraction. Drawing is done
in an offscreen buffer that is later pushed to the display.
* The screen is a 5x5 LED grid.
* Per-frame updates allow for animations and dynamic content.
* LED brightness levels are supported.
### 2.5 Code Organization
The system is split into modules for clarity and reuse:
* `app`. Defines the `App` trait and shared app interface.
* `display`. Low-level display driver and LED control.
* `renderer`. Provides drawing primitives for apps.
* `channel`. Shared async channels for button and frame messages.
* `switcher`. App selection logic and switching behavior.
* `snake`, `menu`, `badge`. App implementations.
* `microbit`. Definitions for button identifiers and device pins.
Each module is self-contained and uses only the shared channels and traits
for interaction.
## 3. Application Features
### 3.1 Name Scroller
* Scrolls a configured name across the LED display.
* Uses an async timer to advance frames.
* Simple input handling: Any Button returns to the menu.
### 3.2 Snake Game
* 5x5 LED grid snake game using a wrapped grid (`WrappedU8<0, 4>`).
* Buttons A and B turn the snake left/right.
* Food spawns randomly in empty grid cells.
* On collision with self, enters game-over state and displays score.
### 3.3 NFC Business Card (WIP)
* Intended to broadcast a vCard or custom URI over NFC.
* Plan to use the BLE softdevice on the chip.
* Currently under development.
## 4. System Architecture
This system uses Embassy's async runtime to coordinate application execution,
hardware input, and rendering on the micro:bit v2 board. It is divided into
distinct tasks: input listeners, a display task, and an app task.
The overall architecture is message-passing oriented. Input events and screen
updates are communicated over embassy channels.
Application logic is encapsulated in independent modules conforming to a shared
`App` trait. The Switcher manages the active app and transitions between them.
### 4.1 Components
* `main.rs`: Entry point. Spawns system tasks using Embassy.
* `Display`: Renders 5x5 LED frames from a channel receiver using PWM.
* `ButtonListener`: Listens for button presses and sends events via channel.
* `Switcher`: Manages app lifecycle and transitions.
* `App`: Trait for any runnable application module.
* `menu`, `badge`, `snake`, `nfc`: App implementations.
## 5. Data Structures and State
### 5.1 Position, Direction, and Snake Body
The board is a fixed 5×5 grid. Positions are stored using a custom `Position`
struct, which holds a `ClampedU8` for both `x` and `y` axes, ensuring values
remain within bounds.
* `Position`: Represents a coordinate on the board with safe bounds.
* `Direction`: Enum for movement direction: Up, Down, Left, Right.
* `Snake`: Maintains a list of `Position` elements representing the snake's
body. The first item is always the head.
Snake direction is updated via input, and movement wraps to stay within the
board.
### 5.2 Message-Passing and Input State
User input is handled asynchronously via Embassy channels.
* Button presses are detected using `button_listener` tasks.
* Events are sent to the `ButtonChannel`.
* Applications read input non-blockingly using `try_receive()`.
This decouples physical input handling from application logic and allows clean,
testable state transitions.
## 6. Component Interactions
### 6.1 How Components Interact Over Time
At runtime, three core tasks are running:
* `display_task`: Receives rendered frames and presents them on the display.
* `button_listener`: Spawns three tasks, one per button (A, B, Start).
* `app_task`: Owns the app switcher and runs the current app.
All interactions are asynchronous and use message-passing over embassy channels.
### 6.2 Flow of Control
1. User presses a button.
2. The button task sends a message to the channel.
3. The app reads the button event from the channel.
4. The app updates internal state (e.g., direction or selection).
5. The app prepares a frame and sends it to the frame channel.
6. The display task renders the frame.
This loop repeats, giving a responsive, concurrent embedded UI.
## 7. Development Environment
### 7.1 Rust + Embassy
This project uses Rust with the `embassy` async runtime. It provides
interrupt-driven, non-blocking execution suitable for low-power embedded
devices.
### 7.2 Tools
* `probe-rs`: For flashing and debugging firmware.
* `defmt`: Lightweight logging for embedded targets.
* `panic-probe`: Panic handler integrated with defmt output.
* `cargo-embed`: For development workflow and flashing.
Development was done on Linux using vim and CLI tooling.
## 8. Design Decisions
### 8.1 Why Embassy
Embassy was chosen for its async-first architecture, which maps well to
reactive, event-driven embedded applications like games and UI. It allows
multiple concurrent tasks without needing an RTOS or blocking code.
### 8.2 Fixed Board Size
The micro:bit's 5×5 LED matrix is inherently fixed. Game logic and rendering
are simplified by using a constant-size grid, avoiding the need for dynamic
allocation or scaling logic.
### 8.3 Data Wrapping and Clamping
Out-of-bounds positions are prevented using custom `ClampedU8` types. These
provide safe arithmetic that prevents overflow and keeps all positions within
04 inclusive. This reduces bugs and runtime checks in critical loops.
## 9. Future Work
### 9.1 NFC Business Card App
An in-progress app will emulate a contact card via NFC. The goal is to allow
devices to scan the badge and receive contact information, a URL, or a vCard.
### 9.3 UI Polish

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@startuml
interface App
[Switcher] --> [AppID]
[Switcher] --> [App] : use
package "Menu" {
[App] <-- [Menu]
}
package "Badge" {
[App] <-- [Badge]
}
package "Snake" {
[App] <-- [Game]
}
package "NFC" {
[App] <-- [NFC]
}
package "Channel" {
[ButtonReceiver] <-u- [Menu] : use
[ButtonReceiver] <-u- [Badge] : use
[ButtonReceiver] <-u- [Game] : use
[ButtonReceiver] <-u- [NFC] : use
[FrameSender] <-u- [Menu] : use
[FrameSender] <-u- [Badge] : use
[FrameSender] <-u- [Game] : use
[FrameSender] <-u- [NFC] : use
}
@enduml

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@startuml
skinparam componentStyle rectangle
[Tasks] --> [Switcher]
[Tasks] --> [Display]
package "Button Listeners" {
[Tasks] --> [A Button Listener]
[Tasks] --> [B Button Listener]
[Tasks] --> [Start Button Listener]
}
@enduml