
96
PULSE
-CODE
MODULATION
TABLE 2 -PPM
CONVERSION
CHART
(Continued
from page
59)
represents
it's amplitude
at
some specific
point in
time. For
example, an 8 -bit
A/D puts out
an
8 -bit word
from 0 to 255.
In that manner
an analog
voltage
from say 0
to 2.55 volts can
be
represented by
a
number.
One
volt would
be 100.
For our
example use table 3 to
convert the
signal
to code. In
Fig. I a four -bit A/D
converter is represented by bits 0-3.
Each voltage
is assigned a four bit
code.
In
that manner, any
voltage from
-5 to 10
volts
can be represented with
a least
significant
bit (LSB)
of 1
volt.
Although some
people may
have some
problem
with
zero
volts
being
represented by the
code 0101 (5),
any coding system that
you
wish
to use is okay.
The only
restriction is that
the
same
code must be
used to
decode the
waveform.
Going Further
This
is by no means
a comprehensive list of
all of the pulse
codes in
use today, but it does hit
upon the basics, and I hope
sheds
some light on why
some of these
techniques are used.
If you would
like to explore
these techniques in more
depth,
try one of
the following:
Signetics Application
Notes AN /70 -NE555
and NE556
applications.
The applications
notes describes how the ever -
popular 555 timer can be used to
build a pulse
-width modu-
lator
and a pulse
-position modulator.
The Art of
Electronics, by Horowitz
and Hill, published
by
Cambridge Press.
Basic
explanation of PAM, PWM, PPM,
and PCM.
Understanding Data
Communications, by
George E.
Friend, John
L. Fike, H. Charles Baker,
and John
C.
Bell-
Average Voltage
4
Pulse Position
(in units)
45
-50
40
-45
35 -40
30 -35
25 -30
20
-25
15
-20
10
-15
5 -10
0- 5
TABLE
3-
VOLTAGE
AS PCM
CODE
Average Voltage
PCM
Code
Binary Decimal
1010
1001
10
9
3
1000
8
2 0111 7
1
0110
6
o 0101
5
-1 0100 4
-2 0011
3
-3 0010 2
-4 0001 1
-5 0000
o
amy, Howard W.
Sams and
Company publisher. This book is
carried by Radio
Shack and is
part
of the Texas
Instruments
series of
books. It covers
almost all forms of radio frequency
modulation, including pulse
-code modulation.
CASINO
DICE GAME
(Continued from
page 36)
number (on
the first roll)
that's display on
the dice is 7 or 11,
check that
WIN
lamp
LED16 is on.
If the two dice
total 2, 3, or
12,
LED15 should
turn on (you've lost).
Roll several
more
times
to check the circuit's
operation. Remember
it is neces-
sary
to reset
the circuit after
each
win
or loss for the
circuit to
work
correctly.
If you
"throw" any other number
(4,
5,
6,
8, 9, and 10)
that
number becomes your
"point."
Check that the
total
of
lighted LEDs
of the two
dice equals the number
indicated by
the lighted LED on
the POINT line.
The finishing
touch is
to
permanently
mount
the project in
an
enclosure behind a piece of
red transparent plastic
(bezel).
The
dice spots, point
number, and
WIN
or
LASE lamps
are
visible
below
the
surface
of
the panel.
When
assembling
the
unit,
mount the LEDs
after the panel is in place,
and mount
them
high
enough to touch the
bottom of the front
panel
before soldering
them in place.
In the author's prototype,
four
3
/:s'
long 4 -40
threaded standoffs were
used between the PC
board
and face
plate.
The face plate is
cut larger than the PC board so
that it can
be mounted
easily into a case of your
choice. The front panel
of
Computerized
Craps
(which
is available from
the
supplier
given in
the Parts List) is shown in the
photo that appears on
the first page of
this article.
When you finish assembling the
project game, you can
really
make an in -depth
study
of the odds. You can
also
spice
up your
next party with
an appeal that can not be resisted by
Si
U1
U3 U8
U5 U14
U15 U18
it
w .M
od. .o,
1'
41.
tie
1
I
S2
U2
U4 U9 U6
Ul
U11 U10 U12 U13
U1l
U16
Shown here is the dice game's
fully -populated
printed -
circuit board. Note the positioning of the components. particu-
larly the 3- terminal regulator. Once soldered to
the
board,
the
regulator
is bent
back and secured
to
the
board with
a screw.
any "high roller...
It you
like to gamble,
you could
even lose
some
money while
you are having
a
lot
of fun. Of course,
you
can
still
have fun
and
win,
too. The
game takes
care of the
menial task of keeping
track of
the point
and settles a lot of
arguments
before
they start. As it was
mentioned earlier, the
only thing missing
is the noise
of the
dice.
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