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en:exercises:display [2010/03/05 15:04] – priitj | en:exercises:display [2020/07/20 09:00] (current) – external edit 127.0.0.1 |
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- Present numbers in hexadecimal system randomly on the 7-segment display. The frequency is 1 Hz. | - Present numbers in hexadecimal system randomly on the 7-segment display. The frequency is 1 Hz. |
- Light into circling 6 outside segments on the 7-segment indicator with the period of 500 ms. | - Light in circular sequence 6 outside segments on the 7-segment indicator with the period of 500 ms. |
- On the alphanumerical LCD write the following text: “õun öö äpu ülo” | - Make a LCD program which shows the code and corresponding symbol. Use codes from 0-255. Every code symbol pair is kept on screen 1 second. |
- Show special symbols on the alphanumerical LCD. Display the following text in two rows: “My program ©”, “Home Lab™” | - Make a program where you can move "X" symbol around the screen. Use button S1 to move left, button S3 to move right and button S2 to change the row. |
- Display 10 rows of text on the graphic display which can be scrolled up and down using the buttons S1 and S2. | - Display 10 rows of text on the graphic display which can be scrolled up and down using the buttons S1 and S2. |
- Make user interface with three buttons for inserting text. For example, one button chooses the sign, second verifies the sign and the third verifies the text finally. The maximal length of the text is 10 signs and the text must be turned backwards and displayed on the second row. You may use just Latin alphabet. Choose the LCD. | - Make user interface using three buttons for inserting text. For example, one button chooses the sign, second verifies the sign and finally the third verifies the text. The maximum length of the text is 10 signs and the text must be turned backwards and displayed on the second row. You may use just Latin alphabet. LCD by own choice. |
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===== For advanced ===== | ===== For advanced ===== |
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- Graafilisel LCD-l kuvada kreeka tähti. Esitada järgnevad read: "Takistus Ω", "∑R=∑πR²", "π=3.141592". | - Display Greek letters on the graphic LCD. Display the following rows: “Resistance Ω”, “∑R=∑πR²”, “π=3.141592”. Use source code of the HomeLab's library (from the website). |
- Kirjutada kümnendsüsteemi arvu konverteerija kahendkoodi. Kasuta nuppe S3 - S1 sisestamaks kümnendsüsteemi arvu (S3 - sajalised, S2 - kümnelised, S1 - ühelised) 10 sekundi jooksul. Näiteks 4 nupuvajutust S3-l tähendab arvu 400. Sisestamise alguse märguanne ja arvu kahendkoodi tulemus kuvada suvalisel LCD-l. | - Write a converter for converting decimal numbers to binary code. Use buttons S3-S1 for inserting decimal numbers (S3- hundredths, S2 – tenths, S1 – ones) in 10 seconds. For example, pressing button S3 4 times signifies number 400. Present the sign for starting the insertion and the result in binary code on a random LCD. |
- Kirjutada funktsioon, mis kuvab graafilisel LCD-l ristküliku, kui laius, pikkus ja vasaku ülemise nurga koordinaadid on antud. Joone paksus on 1 piksel. Kontrollida, et etteantud ristkülik mahub ekraani mõõtudesse. Soovitatav on uurida kodulabori teeki. | - Write a function which displays a rectangle on the graphic LCD when the width, length and the coordinates of the top left corner are given. The width of the line is 1 pixel. Check if the rectangle fits inside the screen. It is advised to study the library of the HomeLab. |
- Teha lihtne ussimäng graafilisel LCD ekraanil. Ussi laius on 1 piksel, pikkus 5 pikslit. Ussi saab nuppudega vasakule või paremale pöörama panna. Uss peab suutma vältida kokkupõrget ekraani servaga (enne seda ära keerama). Boonuspunktid munade korjamise võimaluse ja järjest pikeneva ussi eest. Ülesande lihtsam lahendus on uss teha "O" tähtedest. | - Write a simple worm game on the graphic LCD. The width of the worm is 1 pixel and the length is 5 pixels. The worm can be made to turn either left or right using buttons. The worm must be able to avoid collision with the border of the screen (turning before). Bonus points are for ability of picking up the eggs and making the worm to grow. The simplest solution is to make the worm out of the letter “O”. |
- Kirjuta programm erinevate ilmastikunähtuste kuvamiseks graafilisel LCD-l. Päikesepaisteline ilm - päikese ikoon, vihmane ilm - pilv koos sajuga, pilves ilm - lihtsalt pilv, lumesadu - lumehelves. Ikoonide suurus võib varieeruda, peaasi, et ikoonid on selgesti __eristatavad__. Ikoone peab nupuvajutusega vahetada saama. | - Write a program for displaying different weather conditions on the graphic LCD. Sunny weather - icon of the sun, rainy weather – a cloud with rain, cloudy weather – just a cloud, snow – snowflake. The size of the icons may vary, main point is that the icons are clearly distinguishable. A possibility to change the icons by pressing a button must be present. |
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===== Kordamisküsimused ===== | ===== Questions ===== |
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- Mitu viiku kasutab 7-segmendiline numbernäidik (koos punktisegmendiga), kui see on ühendatud kontrolleriga otse? Mitu viiku on vaja, kui numbernäidikut juhitakse läbi ajuri (//driver// - A6275)? | - How many pins uses the 7-segment number-indicator (with point segment), if it is connected directly to the controller? How many pins would be needed if if were controlled through the driver (//driver// - A6275)? |
- Mis määrab 7-segmendilise numbernäidiku heleduse? Kuidas seda reguleerida, kui numbernäidikut juhitakse otse ja läbi ajuri (//driver// - A6275)? | - What determines the brightness of the 7-segment number-indicator? How can it be adjusted if the number-indicator is controlled a)directly b)through the driver (//driver// - A6275)? |
- Kui 7-segmendiline numbernäidik on kontrolleriga otse ühendatud porti A nii, et segment A on PA0, B on PA1 ... ja DP on PA7, siis millised on PORTA registri väärtused numbrite 0..9 korral? | - If the 7-segment number indicator is connected directly to the port A of the controller, so that the segment A is PA0, B is PA1 ... and DP is PA7, then which are the values of the PORTA register with numbers 0...9? |
- Mille poolest erineb alfabeetilise LCD 4-bitiline ja 8-bitiline juhtimimine? | - What is the difference between 4-bit and 8-bit alphabetic LCD controllers? |
- Milliste viikude kaudu reguleeritakse alfabeetilise LCD taustavalgust ja kuidas? | - Through which pins and how is the background light of the alphanumerical LCD regulated? |
- Mis andmevahetusprotokolli kasutab graafiline LCD? Selgitage andmevahetusviikude tähendus. | - Which I/O protocol uses graphic LCD? Explain the meaning of the I/O pins? |
- Kuidas teisendada kümnendsüsteemi arvu kahendsüsteemi arvuks (tekstikujule) ja vastupidi? | - How can the numbers in decimal system be converted to binary system (to text) and vice versa? |
- Joonistage //twisted nematic//-tehnoloogias valmistatud LCD ekraani koostekihid. | - Draw the consisting layers of LCD using //twisted nematic// technology. |
- Kuidas moodustatakse graafilisel LCD-l tähed? | - How are the letters formed on a graphical LCD? |
- Mille poolest erineb monokromaatiline (must-valge) ja värviline LCD ekraan? | - How is monochrome (black and white)LCD different from color LCD? |