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HP 82153A Owner's Manual page 49

Wand

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HP 82153A - Wand Owner Manual - page 53
Appendix E
Demonstration Programs
The HP 82153A Wand allows convenient entry of bar coded HP-41C programs, functions, and data. The utility of reading programs
into your calculator from bar code listings is obvious; the following demonstrations programs are intended to help you glimpse the
potential of being able to read data and execute individual HP-41C functions form bar code.
''Search and Destroy'' is a destroyer vs. submarine game typical of grid search games. The advantage of using the wand is that grid
positions are simply scanned in as opposed to keyed in, eliminating the need to specify row and column numbers. Furthermore,
commands to drop depth charges, etc. are scanned in from the ''game board,'' freeing the player from referring to user instructions or
remembering key assignments.
''Character Builder'' demonstrates the wand's usefulness in another problem of a grid nature, only this time in a very practical
application. Building special characters by specifying which of the forty-nine dots in the 7×7 printhead matrix will print and which
will not is a somewhat cumbersome task without the wand. With it, just scan the desired ''dots'' on the grid and the program builds
the character, instructing the corresponding dots in the printhead to print. You can quickly and easily make monograms, logos, or
other special symbols.
''Triangle Solutions'' illustrates how some problems can be structured to take advantage of very natural data entry and solution
schemes using the wand. In this example, an infinity of triangles of any shape and size can be solved in the same straightforward way
using the wand and a simple graphic aid.
And if you are having trouble reading bar code using the wand, or cannot read it at all, there is a very short program called ''Pace''
that will help you with your technique.
Search and Destroy
Imagine that you are the commander of a destroyer with orders to search out and destroy an enemy submarine. The submarine is
somewhere in an area 10 leagues by 10 leagues. To find the submarine, input the position of your ship by scanning the bar code grid.
From that position, you search for the submarine with your sonar, as indicated by the display and the initial tone. If the sub is within
sonar range, there will be an echo, indicated by the display and a second tone. The pitch of the echo is determined by the distance to
the submarine—the higher the pitch, the closer the submarine.
Attempt to move your destroyer directly over the sub for an attack by scanning the grid. Then scan the bar code to ''DROP DEPTH
CHARGES.'' If you are directly over the submarine, you will sink it. If you are within 1.5 leagues, there is a change you will sink it.
A successful attack is indicated by
appearing in the display. Otherwise
will be displayed and the submarine will
BOOM
MISSED
have moved. Its new location will be within a radius of one league from its last position.

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