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- | Minerva House, Baring Crescent, Exeter, EX1 1TL, UK |
- | Fax: 0392 421762 Tel: 0392 437756 |
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-
- Welcome to the wonderful world of PrimeSolver!
-
- PrimeSolver is a simulator which allows you to create
- and/or solve mechanical problems using nearly 60
- different tools and objects. This activity promotes
- goal-oriented logical thinking and encourages group
- discussion, building communication and team skills. The
- puzzles may be arbitrary or may be designed to target
- specific ideas. The simulator is as accurate as it can
- reasonably be so it is quite possible to use
- PrimeSolver to explore potential solutions to real
- problems. Although aimed primarily at the Modelling/
- Handling information strand of the National Curriculum
- at KS2/3/4, this software has a broad range of possible
- applications and problems can be designed which are
- suitable for use from year 2 up to university level.
-
- PrimeSolver is designed to support many different
- activities in the classroom. It can act as the start
- point for discussions of subjects ranging from
- atmospheric pollution to harmonic motion. Models may
- be built using various construction techniques and
- these compared with the simulation. This gives the
- opportunity for many more pupils to become involved
- than might be able to gain access to computers at the
- same time. The differences between the models and the
- simulator will also provide material for many levels
- of analysis of actual events. The simulator might also
- be used to test possible real models before embarking
- on construction. Investigation of design and planning
- processes is thus encouraged. Experimentation with
- different possibilities is quicker and easier than
- with actual models and 'what if' questions can be
- posed and answered quickly. Discussions among the
- participants build rapidly and the difficulties and
- advantages of teamwork and good communications can
- be highlighted and explored. PrimeSolver is a general
- purpose tool which can be used in the path to a wide
- variety of attainment targets right across the
- curriculum.
-
- PrimeSolver will be launched at the BETT show in
- January 1994. The launch will announce a special price
- of just £79.95+VAT. Site licences will be available
- starting with a Primary School licence for just
- £120+VAT.
-
- Please note that this demo version only includes a high
- resolution sprite set. These don't look at their best
- in standard modes (ie rectangular pixel modes such as
- 12,15,35,36,39 etc). If you have a system which can
- display a high res mode (eg 20,27,31) please use one
- for this demo. As with most software, it works best
- with RISC OS 3 but is fully compatable with RISC OS 2.
- There is a time-out which will stop the demo after a
- reasonable period. If this happens you may restart it
- by simply running the software again. This demo will be
- very limited on a one megabyte machine.
-
- PrimeSolver has a configurable user interface so the
- selection of facilities available to the user may be
- easily controlled. This makes it simple to configure
- the software for users of all ages and abilities.
-
- As a problem designer you have access to the whole
- range of tools and you can use these to build up a
- problem in need of a solution. You can then choose
- which tools and objects are available to solve the
- problem with and present your finished masterpiece to
- your victims to see if they can find the solution!
-
- As a problem solver, you must use a small range of
- tools to achieve a clearly defined objective. You may
- experiment with different configurations too see what
- the results will be and you may find several solutions
- to the same problem. You may even find a better one
- than the problem's designer intended!
-
- This demonstration does not include the ability to
- design puzzles. However a selection of ready made
- puzzles is supplied and these give a small taste of the
- things you can do with PrimeSolver. To use the
- software, double-click on its icon and then on one of
- the problem files. The first problem in the file will
- be loaded and presented on the screen. The software is
- controlled with the mouse using the three windows
- displayed:
-
- 1. The main window shows the problem. This is where
- you must build the solution using the tools
- available in the tool window.
-
- 2. The tool window, to the right of the main window,
- shows the tools available for solving the problem.
- You may find it useful to use the Acorn interactive
- help system to find out more about them.
-
- 3. The button bar. This gives quick access to the
- functions on the PrimeSolver menu as well as to some
- features not on the menu for practical reasons
- (eg snapshot).
-
- To solve the problem, drag objects from the toolbox to
- the main window. You can also move them about in the
- main window once you have positioned them, or drag them
- out again if you decide you don't need them after all.
- In the main window you can drag some objects with
- ADJUST to change their size and double-click ADJUST to
- rotate them. If you get a no-entry sign on your pointer
- you are trying to put an object somewhere where it
- won't fit. To position string, electric cables and
- belts, drag to the start point and then click on the
- end point. For string, you may click on up to two
- pulleys in between. Notice how the pointer shape tells
- you where you can and can't end a belt, cable or rope.
-
- Once you are happy with the position of everything,
- click the start button (triangular icon pointing
- rightwards) on the button bar to start the simulator.
- If you have got it right, the problem will be solved.
- If not, press STOP (square icon next to start) and try
- again. If you have forgotton what you are supposed to
- do to solve the problem press the button with the i for
- information icon on it. Remember that you may not
- necessarily need to use all the available objects to
- solve any particular problem.
-
- To help you out, the solutions to the problems in the
- file 'Intro' are given at the end of the file. Once you
- have tried these you are on your own!
-
- Don't forget to use the Acorn interactive help to find
- out more about using the software. There are menus on
- the main window (except when the simulator is running)
- and on the button bar and the iconbar icon. The
- password is needed to reach some options. For this demo
- the password is blank.
-
- Designing problems is just like solving them except you
- start with a blank layout and access to as many of each
- object as you like. There are facilities to incorporate
- your own sprites and objects and you can define the
- criteria which must be satisfied for the problem to be
- considered solved.
-
- The objects available are as follows:
-
- 1.Brickwork
- 2.Steel plate
- 3.Concrete
- 4.Girder
- 5.Tiles
- Items 1-5 are available as strips which may run
- horizontally or vertically and may be stretched
- to any length. They are used for basic construction
- and are all very similar. No objects will pass
- through them and all except concrete are destroyed
- by bombs.
- 6.Water
- Also available in strips of varying length but only
- horizontal. Everything except a boat will pass
- through water.
- 7.Ramp
- A sloping piece of steel plate. Available in four
- different lengths sloping left or right. The height
- is always the same (twice the height of a strip of
- brickwork etc) so the angle depends on the length.
- 8.Bomb
- Fuse may be ignited by contact with laser or
- candle. After delay, explosion destroys close
- objects and jolts those a bit further away.
- Concrete is not affected.
- 9.Candle
- May be lit by the laser and extinguished by a blast
- of air or steam.
- 10.Frog: Felicity Green
- Dies if it falls too far or is hit too hard. Will
- hop away if frightened and will eat any flies it
- finds.
- 11.Fly: Biggles
- Will fly away if frightened or die if hit too hard.
- 12.Hen: Henrietta Eggworthy
- Frightened by loud noises, lasers etc. Can be set
- to lay an egg when frightened.
- 13.Egg
- Rolls like a ball, breaks if hit too hard.
- 14.Nest
- Can hold ball like objects (eg eggs!) and is soft
- so eggs are less likely to break in it.
- 15.Nut
- Rolls like a ball, breaks if hit too hard.
- 16.Football
- 17.Tennis ball
- 18.Cricket ball
- These can all roll and bounce. They have varying
- sizes and weights so interact differently.
- 19.Jam jar
- Can be used to contain things. Can break if hit too
- hard.
- 20.Balloon
- Helium filled so rises in normal air pressure
- and gravity. Ropes may be tied to it. Will burst
- under a wide range of circumstances.
- 21.Bucket
- Free moving and may be tied to ropes. Can contain
- other objects.
- 22.Weight
- Very heavy compared to most other things. Can be
- tied to ropes.
- 23.Anchor point
- A simple anchoring loop for rope.
- 24.Pulley
- Ropes may be passed over up to two pulleys each.
- 25.Rope
- Slightly elastic. Can be used to tie things
- together to transmit forces etc. Cut by shears
- and laser beams.
- 26.Seesaw
- Rope may be tied to either end. Objects placed
- on the high end may rock it if there is not
- a heavier object on the other end.
- 27.Trapdoor
- Opened by attaching a rope and pulling it.
- 28.Lift cage
- May contain various objects. Ropes may be attached
- to move it.
- 29.Winch
- Pays out or pulls in rope depending on turn
- direction.
- 30.Gearbox
- Two drive belts may be connected, one putting
- power in and the other taking it out. The direction
- of rotation will be reversed if the operating lever
- is in the down position. The lever may be moved
- by hitting it with a moving object.
- 31.Shears
- These are operated by hitting the handles or blades
- with a moving object. They will cut ropes and
- electric cables.
- 32.Boiler
- This provides a constant source of steam which can
- blow things and power a steam engine.
- 33.Pipe
- May be stretched to any length horizontal or
- vertical. Can carry steam or vacuum.
- 34.Pipe bend
- May be rotated to one of four positions.
- 35.Valve
- Place in pipework to control flow of steam or
- vacuum. Hit with a moving object to operate.
- Valve is closed when the lever is at right-angles
- to the pipe.
- 36.Steam engine
- May be operated by steam or vacuum (in reverse).
- 37.Belt
- Used to transmit rotary power.
- 39.Cog
- Cogs can be connected to power by belts or by
- contact with each other.
- 40.Conveyor belt
- Powered by a belt, moves objects in contact with
- it. May be stretched to any length.
- 41.Generator
- Powered by a belt, provides electricity.
- 42.Electric motor
- When connected to electricity can provide power
- through a belt.
- 43.Electric socket
- Can start either on or off. May be turned on
- and off by moving objects hitting the switch.
- 44.Electric cable
- May be stretched to any length.
- 45.Laser
- Powerful beam when connected to electricity.
- Will cut rope and electric cable, frighten
- chickens etc.
- 46.Mirror
- May be rotated to one of four positions. Can be
- used to control laser beams.
- 47.Electric lamp
- Will frighten chickens etc.
- 48.Electric bell
- Will frighten chickens etc.
- 49.Electric radio
- Will frighten chickens etc.
- 50.Electric fan
- Can move objects by blowing them.
- 51.Vacuum cleaner
- Can move objects by sucking them.
- 52.Mike the Bike
- Can be encouraged to provide power by pedalling.
- 53.Windmill
- Provides power under the right conditions.
- 54.Springboard
- Moving objects bounce more off this.
- 55.Cricket stumps
- May be knocked down by moving objects.
- 56.Flag
- Flutters prettily under the right conditions.
- 57.Boat
- Floats and moves in a breeze. Will move objects
- it hits.
-
-
- =======================================================
- Solutions to the problems in the file 'Intro':
-
- 1.Swimming Pool
- Drag a piece of pipe onto the problem and position it
- so the left hand end is flush against the output pipe
- on the boiler. ADJUST-drag the right hand end up to the
- steam engine. This connects steam to the engine so it
- can be used (you may like to do a test run at this
- stage). Now drag a belt onto the steam engine and click
- SELECT to place the other end on the cog. Drag a cog
- and position it immediately below the one already
- present so the teeth mesh. Now drag a second cog below
- this and then a belt from the last cog to the conveyor
- belt. Hit start and Felicity will be conveyed along the
- belt and off the end into the pool.
- PROBLEM SOLVED!
-
- 2.Fly the flag
- To do this you need a breeze so you must turn the fan.
- This needs electrical power so pick up the generator
- (the rectangular purple thing with a mains socket on
- it!) and drop it next to the fan. Then plug the fan in
- using the electric cable and run a belt from the steam
- engine to the generator. Use two pipe bends and a
- straight piece to connect the top of the valve to the
- steam engine (remember to double-click ADUST on them to
- rotate them) and then start the simulation. The tennis
- ball should be flipped up over the generator and fan,
- coming down on the other side to open the valve. If the
- generator is not correctly positioned it may get in the
- way. Otherwise, the valve opens and lets the steam get
- to the engine. This powers the generator which spins
- the fan and flies the flag.
- PROBLEM SOLVED!
-
- 3.Trapdoor
- The trapdoor is operated by tying a rope to it and
- pulling. Drop the rope on the trapdoor then click on
- the left hand pulley at the bottom of the screen, then
- the right hand one and finally on the left hand end of
- the seesaw. Position the shears so that the blades are
- on either side of the rightmost piece of rope and
- position the cricket ball directly above the handles of
- the shears with fair gap between them. When you press
- start the ball will drop onto the shears, closing them
- and cutting the rope. The weight drops onto the seesaw
- and pulls the rope operating the trapdoor. The football
- is released and rolls into place.
- PROBLEM SOLVED!
-
- 4.Powerhouse
- The limited length of the belts means there is only one
- solution. Place three cogs in contact vertically
- between the steam engine and the generators. Belt one
- to the steam engine and the other two to the
- generators. Place the fan on the same level as Mike the
- Bike but outside his exercise room, facing left. Plug
- the fan and the bell into the generators. Place two
- cogs side by side in the gap below Mike the Bike,
- halfway between him and the end of the conveyor. Belt
- the bike to the right hand cog and the conveyor to the
- left. Click go and the bell will wake up Mike the Bike.
- He will start pedalling and the conveyor belt will run.
- The fan will blow the ball down the drain and the
- conveyor will take it to Felicity Green's pond.
- PROBLEM SOLVED!
-
- 5.Laser Light Show
- Plug the laser into the socket to its right. Place the
- cricket ball between the bricks at the top of the steam
- pipe (this requires a steady hand as it only just
- fits). When you press start, the first balloon is burst
- by the laser which is then interrupted by the cricket
- ball blown up by the steam. The ball falls out of the
- beam just in time to burst the last balloon.
- PROBLEM SOLVED!
-