Showing posts with label all. Show all posts
Showing posts with label all. Show all posts

Monday, January 26, 2015

123 Game All MCU free

This electronic game pits a human player against the ‘machine’. The opponents use a common ‘game token’ and take turns moving along a path by one, two or three steps, and the winner is the first one to reach the goal exactly. Incredibly enough, this simple version of the ‘123’ game can be built without a microcontroller, and it’s almost impossible to beat. The electronics for this is built using only diode logic (Figure 1). The ‘ input inter face’ consists essentially of 30 miniature sockets to which a probe tip can be connected to mark the position of the ‘game token’.

To make the game more compact, the sockets are arranged in a grid so the route along the sockets follows a serpentine path (Figure 2). The starting position is at the bottom right, and the goal is in the middle of the playing area. The electronics becomes the ‘active player’ when the button is pressed.

The number of steps it wants to move is shown by three LEDs (one, two or three LEDs light up) at the top of the playing area. Naturally, the human player must move the ‘game token’ for the machine opponent. The winner is the first one to reach the goal exactly. How can such simple circuitry represent such a formidable opponent? As already mentioned, the path from the start to the goal is formed by 30 sockets. Each socket has an associated ideal next move. 

There are three possibilities, of course: 1, 2 or 3. As you can see from the schematic diagram, switch S1 closes the circuit (which means the player asks the ‘computer’ how many steps it wishes to move) if the probe is touching one of the sockets. All 30 sockets are classified into three types, represented in the schematic diagram by one socket for each type. All sockets belonging to a particular type are simply connected together electrically, which is not shown on the schematic diagram for the sake of clarity.

Circuit Diagram:


This is how the LED display works:

The player touches the right-hand contact with R4 (only LED D3 lights up), the left-hand contact with R3 (LEDs D1 and D2 light up), or the middle contact with diodes D4 and D5 (all three LEDs light up). The two diodes prevent all three LEDs from lighting up if the player touches the left-hand or right-hand contact. The key to all this lies in the assignment of the 30 sockets to the three types of logic, which means the three types of ideal next move. 

Working backward from the goal, no further move is possible when the goal is reached. For this reason, the last socket is not connected to anything. At the socket just before the goal, the ‘computer’ naturally wants to be exactly one step in front. Consequently, this socket is connected to R4. At the second socket before the goal, the electronics wants to move by two steps. This socket is thus connected to R3.

Obviously, three moves before the finish, a three-step is best as it leads to instant victory. Consequently this socket is connected to D4/D5. The correct response of the ‘computer’ is shown in Figure 2 by the number next to each position. As the two opponents take turns playing, the electronics always tries to arrive at a strategically favourable position (marked by the arrows). If the electronics manages to reach one of these positions, it’s impossible for the human player to win. This means that the human player can only win by starting first and always making the right move.
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Monday, November 3, 2014

123 Game All MCU free

This electronic game pits a human player against the ‘machine’. The opponents use a common ‘game token’ and take turns moving along a path by one, two or three steps, and the winner is the first one to reach the goal exactly. Incredibly enough, this simple version of the ‘123’ game can be built without a microcontroller, and it’s almost impossible to beat. The electronics for this is built using only diode logic (Figure 1). The ‘ input inter face’ consists essentially of 30 miniature sockets to which a probe tip can be connected to mark the position of the ‘game token’.

To make the game more compact, the sockets are arranged in a grid so the route along the sockets follows a serpentine path (Figure 2). The starting position is at the bottom right, and the goal is in the middle of the playing area. The electronics becomes the ‘active player’ when the button is pressed.

The number of steps it wants to move is shown by three LEDs (one, two or three LEDs light up) at the top of the playing area. Naturally, the human player must move the ‘game token’ for the machine opponent. The winner is the first one to reach the goal exactly. How can such simple circuitry represent such a formidable opponent? As already mentioned, the path from the start to the goal is formed by 30 sockets. Each socket has an associated ideal next move. 

There are three possibilities, of course: 1, 2 or 3. As you can see from the schematic diagram, switch S1 closes the circuit (which means the player asks the ‘computer’ how many steps it wishes to move) if the probe is touching one of the sockets. All 30 sockets are classified into three types, represented in the schematic diagram by one socket for each type. All sockets belonging to a particular type are simply connected together electrically, which is not shown on the schematic diagram for the sake of clarity.

Circuit Diagram:


This is how the LED display works:

The player touches the right-hand contact with R4 (only LED D3 lights up), the left-hand contact with R3 (LEDs D1 and D2 light up), or the middle contact with diodes D4 and D5 (all three LEDs light up). The two diodes prevent all three LEDs from lighting up if the player touches the left-hand or right-hand contact. The key to all this lies in the assignment of the 30 sockets to the three types of logic, which means the three types of ideal next move. 

Working backward from the goal, no further move is possible when the goal is reached. For this reason, the last socket is not connected to anything. At the socket just before the goal, the ‘computer’ naturally wants to be exactly one step in front. Consequently, this socket is connected to R4. At the second socket before the goal, the electronics wants to move by two steps. This socket is thus connected to R3.

Obviously, three moves before the finish, a three-step is best as it leads to instant victory. Consequently this socket is connected to D4/D5. The correct response of the ‘computer’ is shown in Figure 2 by the number next to each position. As the two opponents take turns playing, the electronics always tries to arrive at a strategically favourable position (marked by the arrows). If the electronics manages to reach one of these positions, it’s impossible for the human player to win. This means that the human player can only win by starting first and always making the right move.
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Sunday, September 21, 2014

All about Kenwood car audio

Kenwood products have repeatedly set the benchmark for performance, innovation and reliability for years.

Kenwood products have repeatedly set the benchmark for performance, innovation and reliability for years. Kenwood strives to produce products that will not be obsolete in the near future as well as products that the consumer will be proud to own. Kenwood is also always looking toward the future and keeping its products up-to-date with the latest technology without the consumer having to worry about their entertainment gear being up-to-date. This concept is what Kenwood calls ‘Future Ready/Already’.

Kenwood has always been Future Ready/Already even in the beginnings of the Kenwood Company. The Kenwood Company began by designing and manufacturing Japan’s first FM tuner and solid-state amplifier. After the FM tuner, the company built the most popular stereo receiver ever to sell in the United States. In 1981, Kenwood invented the world’s first audio/video amplifier and audio/video system, many years before other companies would come out with home theater products like them. Kenwood kept the invention streak rolling with the introduction of the first anti-theft car stereo in 1984. All these milestones in Kenwood’s history prove that they are Future Ready/Already.

20 years later, Kenwood is still proving that they are Future Ready/Already by introducing more products, such as the KTC-HR100 HD Radio™ tuner that is the first on the market or the Networked Home Theater Systems that play video and audio files from the home computer. Kenwood also has introduced the 3D MASK Pro™ 3-dimensional control and display system, A.M.S. ™ which is an amplifier management system, Typhoon woofer cones, K-STAT™ self-adjusting power transistors, and Image Enhancer™ tweeter technology. The 2004 Kenwood products bring entertainment of the future for the consumer to enjoy it today.

Staying Future Ready/Already keeps Kenwood examining and refining its products to keep ahead of the competition while pleasing the consumer that has come to depend on Kenwood. All emerging technologies are examined to determine how they can serve the entertainment needs of the consumer. Kenwood diligently searches for more improved ways to make them user friendly, accessible and invisible to the point where the consumer will not even think about the technology itself, the consumer will only know that they are enjoying the product. However, at

Kenwood, Future Ready/Already is more than just features and technologies. Kenwood believes that the future is now and when a consumer owns a Kenwood product, they are ready for tomorrow.

Kenwood offers the best sound and visuals available for the consumer to take on the road either across town or across the nation. The consumer can transform their vehicle into a movie theater, drown out the sound from competition, improve their navigation around town or just simply enjoy the music they enjoy. In addition, with Kenwood’s idea that the future is now, the entertainment gear offered by them is always future ready.

With all the focus that Kenwood puts on their products, they are always ready for yesterday, today and more importantly tomorrow. Kenwood strives to keep there consumers up-to-date which in turn makes for consumers who will become brand loyal to Kenwood.
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