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Results of the Design:
Out initial designs called for a conveyor
belt to take the cup from the user, deliver it to
the drink mixer and then return the cup to the user
with the appropriate drink. The conveyor belt design
did not change from the original but we did have to
change the whole structure of the drink mixer design.
Our original intentions were to mount a carousel holding
all of the bottles on top of a motor and then have
the motor rotate the entire carousel. After trying
to implement this idea, we determined that mounting
a carousel with full bottles on top of a motor shaft
was much more difficult than we originally thought.
The motor that we had was strong enough to turn the
carousel but we could not figure out a way to securely
support all of the weight on top of the shaft. This
was a mechanical issue in which we did not possess
the means to deal with. We switched to a simpler setup.
Instead of having the bottles rotate we decided to
keep them stationary and have the motor rotate an
array of hoses that were attached to the bottles.
This drastically reduced the amount of stress on the
motor shaft and we had no problem implementing this
new setup.
Our initial plans also called for
a control box that would contain the keypad used for
drink selection and the LCD display. The idea was
that this would keep the controls for the project
self contained with only a single ribbon cable coming
out of the box. After numerous hours of testing we
determined that the ribbon cable was much too noisy
for the keypad we were using and we had to mount the
keypad directly on the expansion board. After we did
this it functioned like it should.
Another problem that we had, which
was easily fixed, was that we were doing A to D conversion
on the distance sensors all the time to see if there
was a cup present. Every time a conversion was finished
an interrupt was thrown. We made the mistake of giving
these interrupts precedence over the interrupts that
we used for the keypad and Nintendo controller when
making drink selections. There were so many A to D
interrupts that there would be times when the interrupts
from the keypad and Nintendo controller were very
delayed or skipped. This was fixed by swapping the
precedence of interrupts.
These were our three main design modifications.
Once solutions to these problems were implemented,
the project came together and integration was straight
forward.
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