Ingenieursvaardigheden Design En Prototyping

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Ingenieursvaardigheden Design En Prototyping Ingenieursvaardigheden Design en prototyping ing. Y. Verbelen Vrije Universiteit Brussel Bachelor Industriele¨ Wetenschappen Nijverheidskaai 170, B-1070 Anderlecht [email protected] This work is licensed under the Creative Commons Attribution-NonCommercial-ShareAlike 4.0 International License. To view a copy of this license, visit http://creativecommons.org/licenses/by-nc-sa/4.0/. v1.3 Voorwoord Dat de meest elementaire wetten van de elektriciteit en mechanica al eeuwenlang gekend zijn, is toe te schrijven aan hun elegante eenvoud. Al in 1827 ontdekte de Duitse fysicus Georg Simon Ohm dat er een eenvoudig lineair verband bestaat tussen de spanning over een weerstand en de stroom erdoor, nl. de resistiviteit van de weerstand zelf. Een simpel maar krachtig concept, nu gekend als de Wet van Ohm, dat dagelijks door talloze elektronici wordt toegepast. Kirchhoff ontdekte soortgelijke, eenvoudige ver- banden tussen spanningen en stromen in schakelingen, en deze fundamentele wetten hoefden de laatste 200 jaar niet meer herzien te worden. De realiteit is helaas iets ingewikkelder. De reden waarom vergelijkingen in elektronicahandboeken er zo eenvoudig uitzien, is dat ideale componenten in ideale omstandigheden worden verondersteld: draden die componenten verbinden hebben geen weerstand, de temperatuur blijft steeds constant en interferentie met andere elektromagnetische systemen is onbestaande. In een reele¨ schakeling hebben draden of breadboards echter wel´ een bepaalde weerstand, de capaciteit van condensators hangt af van de spanning erover en hun levensduur, de contacten van schakelaars trillen en oxideren aan de lucht en elk onge¨ısoleerd metalen object in de schakeling werkt als een antenne die ruis van omringende appa- raten of verlichting oppikken, enzovoort. Helaas zijn de meeste van deze factoren onbekend en is het dus moeilijk om ze mee te nemen in berekeneningen of simulaties. Gelukkig is de invloed van deze onbekende factoren doorgaans te minimaliseren door schakelingen goed te ontwerpen, maar zelfs dan nog is er slechts e´en´ manier om zeker te weten of een schakeling werkt zoals je in gedachten hebt: een prototype bouwen en uittesten in het lab. Totdat je voldoende ervaring hebt opgedaan om schakelingen te kunnen ontwerpen die van de eerste keer werken, zal je eerst ve´el´ schakelingen op breadboard moeten bouwen, uittesten, en je ontwerpen aanpassen. Praktische elektronica neemt nu eenmaal flink wat tijd in beslag om onder de knie te krijgen. Maar eens je de basisvaardigheden van prototyping beheerst, heb je toegang tot een wereld met quasi ongelimiteerde mogelijkheden. Beschouw deze nota’s eerder als een bundel tips en technieken dan als een syllabus. Laat het geen naslagwerk zijn dat op een stoffige zolder terechtkomt, maar een gids die je actief consulteert als je zelf aan de slag gaat in het lab. Deze nota’s zijn enkel tot stand kunnen komen dankzij de constructieve feedback en inzichten van Ann Peeters, Lieven Standaert en Laurent Segers, waarvoor dank. Het staat eenieder vrij om deze syllabus geheel of gedeeltelijk te repliceren en te verspreiden voor niet-commerciele¨ doeleinden zoals vastgelegd in de Creative Commons BY-NC-SA 4.0 International licentie. Vrije toegang tot informatie behoort een basisrecht te zijn voor iedereen. Anderlecht, augustus 2015 Y. Verbelen Inhoudstafel Voorwoord i 1 Inleiding 1 1.1 Project . .1 1.1.1 Specificaties . .1 1.2 Situering . .1 1.3 Materiaal . .2 1.3.1 Recuperatiemateriaal . .2 1.3.2 Webshops . .2 1.3.3 Uitrusting . .3 1.4 Vorm en evaluatie . .4 2 Elektronica 5 2.1 Modulair ontwerp . .5 2.2 Het display . .5 2.2.1 Zevensegmentendisplays . .6 2.2.2 LED-displays . .6 2.2.3 Vacuumfluorescentiedisplays¨ . .6 2.2.4 Nixiebuizen . .7 2.2.5 Aansturing . .8 2.2.5.1 Multiplexing . .8 2.2.5.2 Shiftregisters . .8 2.2.5.3 Charlieplexing . .8 2.3 Het bedieningspaneel . .9 2.3.1 Drukknoppen . .9 2.3.2 Draaischakelaars . .9 2.3.3 Joysticks . .9 2.3.4 Touchscreens . 10 2.3.5 Potentiometers . 10 2.3.6 Debouncing . 10 2.4 De klok . 10 2.4.1 Real Time Clock . 11 2.4.2 Microcontroller . 11 2.4.3 Synchronisatie . 11 2.5 De buzzer . 11 2.5.1 Piezobuzzers¨ . 11 2.5.2 Luidsprekers . 12 2.6 De voeding . 12 2.6.1 Batterijen . 12 2.6.2 Netadapter . 13 2.6.3 Netvoeding . 14 2.6.4 Spanningsregulators . 14 2.7 De logica . 15 3 Microcontrollers programmeren 17 3.1 De Arduino Uno . 17 3.1.1 De voeding . 19 3.1.2 Randapparatuur . 19 3.2 De toolchain . 20 3.2.1 C/C++ . 20 3.2.2 Shields en bibliotheken . 21 3.3 Programmastructuur . 21 3.3.1 Declaraties . 21 3.3.2 Initialisaties . 23 3.3.3 Hoofdroutine . 24 3.4 Hardwarecomponenten . 25 3.4.1 Digitale pinnen . 25 3.4.2 Analoge pinnen . 26 3.4.3 Pulsbreedtemodulators . 27 3.4.4 Seriele¨ communicatie . 28 3.4.5 Interrupts . 31 3.4.6 Timers . 33 3.5 Documentatie . 34 3.5.1 Commentaar . 34 3.5.2 Header . 35 3.6 Ontwerpcyclus . 35 4 PCB-ontwerp 37 4.1 Inleiding . 37 4.2 CircuitMaker . 38 4.2.1 Installatie . 38 4.2.2 De “cloud” . 39 4.3 Schema’s tekenen . 40 4.4 De PCB . 48 4.5 Productie . 52 4.5.1 Gerbers . 52 4.5.2 3D-model . 52 5 Bekabeling 53 5.1 Inleiding . 53 5.2 Kabels . 53 5.2.1 Structuur . 53 5.2.2 Isolatie . 54 5.2.3 Dikte . 54 5.3 Kabeltypes . 55 5.3.1 Bandkabel . 55 5.3.2 Coaxkabel . 56 5.3.3 UTP-kabel . 56 5.3.4 Bundels . 56 5.4 Connectors . ..
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