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Joystick

The system PLC handles the sequential control of the system, while the actual manipulation of the fish block in the X-ray beam is done by joystick from the operators control station. [Pg.591]

Any program developed in-house must be easy to use, or user-friendly. If the program has various options for input, analysis, computation, and output, then it must provide the user with a fast way to select them. To meet this need, the system is likely to be menu-driven. The peripheral interactive devices such as mice, joysticks, light pens, graphic tablets, and templates are helpful and often used to expedite the selection process. [Pg.65]

When the pilot is trying to land the aircraft, this type of performance is undesirable. An overshoot of position may mean the plane misses the deck of the aircraft carrier. Also during landing it is not important to have lightning-fast response to joystick commands. Therefore the pilot switches the control system into the landing mode which has lower performance but is more robust. [Pg.585]

One could make the task even more difficult by introducing a lag into the joystick correction. This made it much like steering a small boat with a manual rudder, a task tending to produce overshoot. The device automatically computed the score by measuring the area of deviation under a one minute tracing. Practice on this task resulted in continually improving scores, so eventually we eliminated it from the protocol. [Pg.277]

In the VFD paradigm, infant bonnet macaques are differentially reared over 12 weeks, beginning at 17 weeks of age (Coplan et ak, 1996). Infants are allowed to habituate to the nursery, which is enclosed by contact-permissive mesh within their mother s pen. Thereafter, rearing conditions are varied mothers with LFD may easily pick up food without any effort, while mothers with HFD have to dig for their food in wood chip bedding. In the VFD condition, mothers are alternately exposed to LFD/HFD conditions in 2-week blocks. During HFD, these mothers may either dig for food or perform a joystick task to earn food. Water is available for all mothers. Food and water are ad libitum for the infants. After the 12 weeks, bonnet macaques grow up under normal conditions and are studied after 7.-A years. [Pg.120]

The pilot or second crew member of a Walleye-equipped aircraft has a monitor on which he can see the view from a television camera mounted in the weapon s nose. He. steers the camera, by means of a joystick, so that cross-wires are placed over the target and the bomb is then released to home automatically on to that point. [Pg.305]

The NES2 software was developed using IBM Advanced BASIC. The software is menu-driven and allows the interviewer to choose the individual tasks that are presented at any one session. The software was designed to run on IBM PC-compatible hardware with a standard DOS operating system. Response inputs occur through a joystick with a pair of push-buttons.50... [Pg.116]

The NovaScan is presented on a PC-compatible computer equipped with standard memory and visual capabilities, and is run on a DOS-based operating system. A customized response apparatus, including a joystick, control keys, and a keypad, is recommended. Trials of the tasks chosen to be included in the test system are displayed on the computer monitor in a random manner, thereby eliminating the need for the user to focus attention among simultaneously presented tests. However, divided attention components can be added, if needed. The length of the test (i.e., number of trials presented) can be adjusted based on the demands of the test environment. Performance is evaluated in an automated fashion using a change-from-baseline approach, and the test can be administered in an automated or supervisor-controlled manner. [Pg.120]

The simplest negative dielectrophoretic trap does not require control circuitry but control circuitry can, of course, be used. By modulating the amplitude and/or phase of the driving voltages, the caged cell can be moved to a desired position in three dimensions with micron accuracy and it can also be rotated about any axis [38,39]. Currently, there is a system for positioning a cell by means of a joystick and direct computer control is an obvious next step (unpublished data). [Pg.93]

Like the light pen, the joystick is a two-dimensional pick device. The Gamma-11 system used a joystick to indicate regions of interest for medical images. [Pg.76]

No longer are PEEKs, POKEs, or ML necessary to read the game controllers. The function JOY returns the status of either joystick. POT returns the position of one of the four paddles, and PEN is used to read the X,Y coordinates of the light pen. [Pg.11]

For some ports, the computer s operating system—the ROM which controls the machine s functions—provides routines that handle much or all of the "dirty work" of communicating with peripheral devices. To use other ports, you must program all the necessary support routines yourself. That task can range from very easy (for example, reading a joystick) to quite complex (interfacing with a parallel printer through the user port, for example). [Pg.13]

These ports (or this port, in the case of the VIC, which has only one) are usually referred to as the joystick ports, since they are most commonly used for joysticks. BASIC 2.0—in the VIC, 64, and 128 in 64 mode—does not support any devices through these ports, so you must communicate with this port by using PEEKs and POKEs. However, BASIC 3.5 in the Plus/4 and 16 and BASIC 7.0 in the 128 in 128 mode both have built-in statements for reading the status of controllers connected to these ports. [Pg.17]

In addition to joysticks, the ports can be used to read any other device that behaves like a joystick, such as a trackball or the 128 s "mouse" controller (which is essentially a trackball turned upside-down). Atari and Coleco joysticks are functionally identical to Commodore joysticks and can be used interchangeably. However, owners of other Commodore computers should avoid controllers designed for the Plus/4 or Commodore 16. On those computers Commodore has abandoned the widely used DB-9 joystick connector in favor of a nonstandard connector, so existing joysticks cannot be used. [Pg.18]

Each paddle usually also has a button, but instead of being read like the joystick buttons, the paddle buttons are connected to the lines for two of the joystick directional switches. One paddle button corresponds to the joystick s right directional line, and the other to the line for reading joystick left. By convention, the paddle that uses the right directional line for its button is called the right paddle, and the one that uses the joystick-left line is the left paddle. In BASIC 7.0, 256 is... [Pg.18]

Unlike Atari joysticks. Atari paddles are not completely interchangeable with those made by Commodore. While Atari paddles can be used with Commodore computers, they have a higher resistance and thus are less accurate for Commodore systems. (A half turn on Atari paddles corresponds roughly to a full turn on Commodore paddles.)... [Pg.19]

One additional type of peripheral—the light pen—can also be connected to this port. (On those models with more than one joystick port, the light pen can be connected only to port 1.) The pen contains a phototransistor that switches when it detects the electron beam of the video display sweeping past. A line is connected from the phototransistor through the port to the chip that generates the video signal (the VIC chip in the VIC, the VIC-H chip in the 64 and 128, and the TED chip in the Plus/4 and 16). [Pg.19]

This port is designed for one particular peripheral, the Commodore Datassette recorder. There are now two models of the Datassette, the 1530 (or equivalent C2N) for use with the VIC, 64, and 128, and the 1531, for use with the Plus/4 and 16. As with joysticks, the only difference between the two is the plug on the end of the connecting cable. Commodore has used a new and incompatible type of connector for this port on the Plus/4 and 16. [Pg.20]

You have these choices available in setting up the game one or two players joystick or keyboard input adding obstacles to the playfield and increasing or decreasing the speed of the game. [Pg.77]

Your jet climbs upward to avoid the missile, then dives for the ground. You can t shake the programmed missiles as they home in on your plane. You ll have to out-maneuver them or shoot them before they launch. But you d better be fast. Joystick required. [Pg.121]

Use the joystick to control the movement of the plane. The controls may seem a little confusing at first. You pull back to loop upward (counterclockwise) and push forward to loop down (clockwise), like a real airplane. The jet moves at a constant velocity—you can t speed up or slow down. Press the fire button to launch a missile at the heat seekers on the ground. [Pg.121]

A two-player mode is available as well, but it s not competitive Instead, the players take turns flying the plane, trying for the highest possible score. The game reads both joystick ports, so if you re using two joysticks, the inactive player should put down the joystick to avoid interfering. [Pg.122]

Note that all choices can be made with a joystick in either port. Move the pointer to a menu item and press the fire button twice to make your choice. If you don t own a joystick, use I, J, K, and L for up, left, down, and right respectively. Press M in place of the fire button. [Pg.142]

There is one more item you can choose RECONSIDER. If you make a mistake, this option wipes your itinerary clean so that you can start the week anew. Your choices are not permanent until you fill out the seventh day and press the fire button. (If you pull down on the joystick, your slate will be wiped clean—a quicker way to reconsider.)... [Pg.147]

Finally, here are a few rules of etiquette which help to make a fairer game. First, if you re plapng with two joysticks, try to avoid interfering with your opponent s choices. This is like rudely interrupting during a debate. Remember, the joystick routine reads both joysticks. [Pg.149]

There are utility programs that will do the conversion for you, even editors that let you clear and set squares with a joystick. Since you re using a computer, other functions can be supported to let you clear, invert, reflect, reverse, shift, and test out your sprite. The more work the computer does, the less you have to think in terms of binary numbers. [Pg.179]

If you want to try out your sprite in action, press J (for Joystick). You can now move the actual sprite around with the joystick. The speed of movement depends on the current cursor velocity. When you ve finished putting your sprite through its paces, press the fire button to return to Sprite Magic. Also, if you want to test the animation while you are moving about, hold down the SHIFT key to step forward... [Pg.185]

J Moves sprite with joystick press button when done L Lpads sprite(s) from tape or disk M Mirrors sprite from left to rigkt S Saves sprite(s) to tape or disk... [Pg.188]

CLR/HOME SHIFT-CLR/HOME Space bar or fire button CRSR keys or joystick in port 2 Back arrow Keys 1-4 SHIFT 1-4 CONTROL 1-8 or Commodore 1-8... [Pg.188]

Anyone who has used graph paper to plot out characters, then tediously converted the rows into decimal numbers can appreciate a character editor. Instead of drawing and erasing on paper, you can draw your characters freehand with a joystick. "Ultrafont -I-" has been written to offer almost every conceivable aid to help you design whole character sets. [Pg.199]


See other pages where Joystick is mentioned: [Pg.62]    [Pg.23]    [Pg.148]    [Pg.204]    [Pg.277]    [Pg.391]    [Pg.105]    [Pg.490]    [Pg.4]    [Pg.212]    [Pg.61]    [Pg.76]    [Pg.76]    [Pg.165]    [Pg.36]    [Pg.716]    [Pg.17]    [Pg.18]    [Pg.18]    [Pg.181]   
See also in sourсe #XX -- [ Pg.11 , Pg.17 , Pg.77 , Pg.121 ]

See also in sourсe #XX -- [ Pg.234 ]

See also in sourсe #XX -- [ Pg.258 ]




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Joystick port

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