4M KidzRobotix Drummer Robot Buku Petunjuk - Halaman 2

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4M KidzRobotix Drummer Robot Buku Petunjuk
D. ASSEMBLY:
1
1
B
B
I
I
K
K
3
3
B
B
P
P
5
5
Black
Black
1. Put the motor (I) and clutch (K) assembly into the side of the gearbox (B).
Assembly
Assembly
2. Fit the two axles (N) and the small compound gear (M) and large compound gear (L) as shown. Add some lubricants, cooking oil or
lotion from home, to the teeth of the gears.
3. Carefully fit the other side of the gearbox (B) and fix with 3 screws. (Remarks: Position the motor wires as shown.)
4. Pass the two wires through the central hole. Fix the gearbox to the base (A) with two screws.
5. Fit the ends of the two red wires into the socket and fit a cap (Q) to secure them. Repeat with the black wires.
6. Fit the cylinder (E) to the clutch. Fit the cylinder support (F) to the cylinder and the base and fix with a screw.
2
2
N
N
M
M
L
L
4
4
6
6
Q
Q
Red
Red
E
E
Red
Red
F
F
7
7
C
C
G
G
G
G
9
9
O
O
11
11
Program 1
Program 1
Program 2
Program 2
7. Position the three beaters (G). Fit the cover (C) and fix with two screws.
8. Place the boombox head (H) onto the cover.
9. Stick the eyes (O) onto the boombox.
10. Detach the pegs (J) from the frame. Position them on the cylinder (slide to remove). Read the Use of Batteries information (Section
B). Fit two batteries, following the battery instructions. Fit the battery cover (D) and fix with a screw. The ON/OFF switch is under the
base next to the battery compartment.
11. Arrange the pegs on the cylinder to create a drum rhythm that you like. You can record a tab sequence on the program charts so that
you can reprogram your Drummer to play it again.
Congratulations, you are now a programmer! As you fit the tabs into the cylinder, you are programming your Drummer Robot to play as
you want it to. When you alter the position of the tabs you are reprogramming the Drummer to play a different sequence. Similar
mechanisms were developed many years ago to control machines in factories, and these devices were some of the first 'computers'.
Modern computers involve programming millions of tiny electrical charges. Each electrical charge acts like one of the tabs on your
Drummer and causes something to happen, like changing the colour of a pixel on your screen!
8
8
10
10
J
J
Program 3
Program 3
Program 4
Program 4
Program 5
Program 5
Program 5
Program 5
H
H
Program 6
Program 6