Differences

This shows you the differences between two versions of the page.

Link to this comparison view

Both sides previous revisionPrevious revision
Next revision
Previous revision
en:exercises:display [2010/03/13 13:26] Helenen:exercises:display [2020/07/20 09:00] (current) – external edit 127.0.0.1
Line 11: Line 11:
   - 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 in circular sequence 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.
-  - Write the following text on the alphanumerical LCD: “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 LCDDisplay the following text in two rows: “My program ©”“Home Lab™”   +  - Make a program where you can move "X" symbol around the screenUse button S1 to move leftbutton 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 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.   - 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.
Line 18: Line 18:
 ===== For advanced ===== ===== For advanced =====
  
-  - Display Greek letters on the graphic LCD. Display the following rows:  “Resistance Ω”, “∑R=∑πR²”, “π=3.141592”. Use source code of the Home Labs library (from the website).+  - Display Greek letters on the graphic LCD. Display the following rows:  “Resistance Ω”, “∑R=∑πR²”, “π=3.141592”. Use source code of the HomeLab'library (from the website).
   - 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.   - 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.
-  - 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 Home Lab.+  - 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.
   - 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”.   - 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”.
-  - 5. 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. +  - 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. 
  
 ===== Questions ===== ===== Questions =====
en/exercises/display.1268486815.txt.gz · Last modified: 2020/07/20 09:00 (external edit)
CC Attribution-Share Alike 4.0 International
www.chimeric.de Valid CSS Driven by DokuWiki do yourself a favour and use a real browser - get firefox!! Recent changes RSS feed Valid XHTML 1.0