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Brik v0.5 (INSTRUCTIONS ADDED)

Image:
screenshot of the scene

Author: UnityDogGaming04

Group: Default

Filesize: 98.66 kB

Date added: 2020-07-13

Rating: 5

Downloads: 1055

Views: 211

Comments: 24

Ratings: 1

Times favored: 0

Made with: Algodoo v2.1.0

Tags:

Scene tag

Brik is a script-and-laser-based computer inspired by Lego NXT, Raspberry Pi, and other small all-in-one computers.
Components in the scene:
Motor (sets its MotorSpeed to its input instance)
Servo (sets its angle to its input instance)
Light (idk it lights up you tell me)
Piston (finally working, do not let its input extend beyond 0-1)
Programmable ROM (is now integrated!)





(Please note that Silicos Hardware is not a real company)
Last edited at 2021/01/20 05:59:52 by UnityDogGaming04
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This is nothing but a box with some text in it. Why not hold off uploading unfinished bits of a computer each time that do nothing, but rather wait until you have a mostly operating computer that people can use and marvel at? Besides, a scene like this one borders violating one of the rules which states that we do not allow "announcement" scenes, which is basically what this scene is.
I decided to post this scene as a sort of kit from scratch, like how a Raspberry Pi does nothing when you first buy it. What the Brik does is entirely up to the user, but I will post a few scenes to show how to use it. (I have just posted one)
The problem is, this is not a "kit from scratch". It's nothing more than a box with some text in it. It has no functionality. You cannot compare it to a Raspberry Pi which (I think) has a complete computer system in it, even though it may not be programmed yet to do anything.

And your other scene in which you stuck a balance wheel on top of this text box, doesn't do anything either. It would help a great deal if you were to add some instructions that state 1. What it is. 2. What it does. 3. How to activate it and how to use it.
The balancing scene is just a proof of concept to show how it works. I can add a set of inputs and outputs, if you like.
Please don't change anything that you don't agree with. I only make suggestions and recommendations, not requirements or orders.

After I played around with that balance wheel, I now understand what it's supposed to do. But for a while, it seemed like it was glued to the background because it was so static! I guess that it works so well that I thought it was broken! LOL :lol:
Hehe! Its because it is already perfectly upright that is why it sits so still.
I just added sample programs to the scene so that you can learn how to use it.
Idk if you're subscribed to this scene but there has been an update if you still care:)
Yes, I subscribed. I downloaded the scene, but I had no idea what to do with it because you do not list any instructions. You show the four arrow keys (up, down, left, right) but when I pressed each of them, nothing happened! Also, when I ran the scene, the orange box in the upper right corner just floated away like a helium balloon! Sorry, but the only thing that I got from this scene was confusion. LOL
Last edited at 2020/12/28 19:08:56 by Xray
Yeah, it has quite a ways to go. I'll add crude instructions as I develop the scene, and more detailed information as my development reaches its asymptote. Like my other deleted project, AlgoPi, Brik is intended to be a robotics-oriented general purpose computer. However, unlike my failed project, this one isnt failed yet, it's still taking the test so shh... lol
By the way, im not sure if you saw my re email, but I asked if it is possible to permanently delete a scene so that it is not archived or recoverable? If so let me know, I have some personal account cleaning to do.
When scenes get deleted, they go into a hidden "Deleted Scenes" folder. Only Admins have access to them. It was done that way in case any scenes accidentally get deleted. We can recover them by undeleting them. So, basically, once a scene gets uploaded to Algobox, it resides there until the Universe gets sucked into a supermassive black hole. At that time, no one, not even Superman, will be able to recover them. :lol:
Last edited at 2020/12/29 04:54:38 by Xray
You never cease to entertain me with your witty responses! But is there any way make it so a scene of mine just doesnt appear in my list, even if it still exists?
Delete the scene, and then no one else except an Admin will be able to see it. That's really all you can do.
I've updated the scene again, the ROM is now RAM, but more importantly, it is integrated! I'll try to add syntax and such important info to the scene before I go to bed.
The following is only a suggestion. (i.e., you can take it or leave it). ;)

You stated "Brik is a script-and-laser-based computer". If the scene requires users to understand Thyme script language, then you greatly limit the number of Algodoo users who are able to understand and use it (currently only a handful).

If you want a larger user base for a scene, then rather than describe all the scene.my variables and other bits and bytes, it would be better to design it so that a user only needs to press certain buttons and/or move sliders to increase and decrease input values. Imagine that this Brik computer of yours is a product that anyone can buy on Amazon, and it's simple enough to be used by the average (non technical) person.

Currently, your Brik computer is much too complicated, even for a technical person to use. But of course if that's your intention, then it's just fine! :)
I'm not the best with creating user-interfaces, and I was aware how few users would use this. Personally, I saw at the start and still see now, no good way to make it any easier to use. But thanks for your suggestions! It'd be awesome if you could try making something with the brik, maybe an autonomous drone, a remote-controll car? Surprise me!:D
If I was going to design and then post a very technical scene like an autonomous drone or other such thing, I would design it around custom components that I would design specifically for the particular device. It would be too cumbersome and take way too much time to learn and then to use yours or anyone else's computer or control system.

Did I surprise you? :lol:
Last edited at 2021/01/04 04:24:30 by Xray
Helpful hints:

Whenever you create something that no one has seen before, and you are trying to get people to buy your wonderful product, you don't start out by telling them how much RAM and ROM it has, and how many I/O ports there are, and show them a long list of local and global variables.... NO! Of course not! The first things they would want to know are: 1. What is this thing. 2. What can they do with it. 3. What are its limitations. 4. Provide at least a couple of examples of how to use it.

Those hints also apply to Algodoo scenes, especially if they are moderately or very complex.
Did you hear the lego EV3?
I'm gonna be working on some instructions on this scene, but while i do so, i'd like to know what you think of this scene and if my instructions are adequate enough for at least you to use it? Thanks
http://www.algodoo.com/algobox/details.php?id=230603
When I tried working with it, I immediately noticed a problem which would likely cause erratic operation of the computer. That is, in the box labeled "Boot" you write values to four variables. If that is supposed to initialize those variables, then you placed the code in the wrong spot. With that code in "postStep" it will continuously write those values over and over again while the scene is in Run mode. That will cause conflict when other areas of the computer try to write to those variables. If you only intend to initialize those variables once when the scene gets loaded, then place that code in "onSpawn" instead of in "postStep". They will then get initialized once when the scene gets loaded and before you tell it to Run. I haven't looked at other things yet.
I didnt know that onSpawn would work in that way, I thought it would only execute when spawning an object with code instead of manually. That is why the BOOT immediately dies on spawn so as to define whatever variables or functions are needed and then get the heck out of there! But thanks for the tip, I'll implement that shortly. By "what you think of *this scene*" I was referring to the linked scene though, lol.
Oh, the scene in the link? It seems too complex for what it does. Also, you said that you did not check the Read function, and so the scene hasn't been fully tested. Sorry, but there's just too many nit-picky things that a user has to do in order to do a simple memory read or write. It should be much simpler, and a user should not need to screw around aiming lasers at certain targets, and limiting the input value between 1 and 15, and those sorts of things. It's not something that I would want to use in one of my own scenes. Just being honest.
Last edited at 2021/01/16 08:04:43 by Xray
Well of course, it isnt meant to work like a handbook. It works in a similar way to RAM in a computer. I see no way to make it any simpler, but perhaps you do, and if that's the case, do tell.:)