Article: You can do this either using a Sharpie for a simple circuit or a printed out version from a computer program. Only one of these is needed, so select according to your preference. The schematic should contain a detailed description of all parts, as well as easy to follow connections. If no simulation program is used, assemble and test one or more prototypes of the circuit on a breadboard. Breadboards are very easy to use, and allow one to view the results of a circuit in real time without the need for solder or permanent etches. Circuit boards are about a dollar apiece, and are simply a layer of copper over an insulator. The typical size is usually 3.5 inches (8.9cm) by 5 inches (12.7cm). Drawing is simple; all that is required is an indelible marker, such as a Sharpie. A ruler is also helpful. (Skip this step if you aren't using the computer program and are using the Sharpie method.) Print the design out from the software's print menu. Make sure the print is on a glossy paper (like those in magazines or separate glossy paper). Turn on the electric iron (the same one used for clothes). Carefully cut out the design and position it on the circuit board. Put the hot iron directly on top of the circuit board for about 45 seconds. Take the circuit board (careful it's hot). Wash the paper out such that the black ink is stuck to the copper circuit board. Draw out your circuit on your board with the Sharpie. Note that it's really difficult to draw out a circuit design in real life, unless it's as simple as a led and a battery. Keep in mind that copper cannot be between components, for example, if connecting an LED, there must be a gap in the copper between the positive and negative points of connectivity. Without a gap, the electricity would flow around the LED, as opposed to through it. Remember laws of electricity, all circuits must end at either a negative or ground, or no current will flow. Use thin lines, but lay the ink on thick, it is important that the copper is dissolved before the ink, and that there are no thin patches in the ink exposing copper.
Question: What is a summary of what this article is about?
Select your method of imprinting the circuit schematic on the copper board. Draw the circuit schematic on either graph paper or a simulation programs such as MultiSim or Eagle CAD. If a simulation program is being used, test the circuit thoroughly in the simulated environment. Make sure the circuit functions on the breadboard, or in the simulation software. Acquire a circuit board. Apply a printed design. Alternatively:
Article: You'll need at least three people to play, but this game can involve many players. With a large enough space and enough hiding spots, you could play with well over 20 players. Get together a group of kids from your neighborhood, from school, or from after school clubs to play this game with you. Invite kids your age you see playing alone to come play Kick the Can. Say something like, "Hey, we're going to play a group game called Kick the Can. Would you like to play?" Bottles and cans are the typical choice for this game, but you can use anything that could be safely kicked some distance. Other options include balls, small trash cans, small boxes, plastic cones, a plastic bucket, and so on. Give your item a few trial kicks. You don't want it to go too far or too short. Choose an object that can be kicked a medium distance. You may want to put some rocks into your item. Doing this to items like cans, bottles, and boxes can help you adjust the distance an object is kicked. The best play ares will be large, with plenty of hiding places. Playgrounds and parks work great, as do cul-de-sac streets (which are closed off at one end). Clearly agree on the boundaries of your play area with all players. Natural features, like tree-lines, large rocks, and paths are a great way of clearly outlining the boundaries of your play area. If one of your boundaries is unclear, use other items, like branches, rocks, hats, cones, and so on to mark it. The jail is where players go when they're caught by the seeker. Your jail, much like your playing area, should have clearly defined boundaries. Some common places used for the jail include decks, patios, benches, porches, and so on. If you don't have a clearly defined jail in your play area, make one by arranging branches, stones, cones, and more to form its boundaries. The jail should be large enough to fit as many players are playing, but not much larger than that. Use rock, paper, scissors to select the seeker or use whatever method you prefer. No matter how many players there are, there is only one seeker per game. After that, agree with other players on the time the seeker will count before searching for hiders. The more time you have to hide, the more likely it is hiders will have a better hiding place. Use longer count times for the seeker for longer, more challenging games. Short count times can add an fast paced aspect to this game. If you and your friends like quick games, choose short count times. Alternatively, set up the item you're using in place of the can. Arrange this item in a central location in your playing area. This location should be wide open and difficult to sneak up on. You may want to locate your can close to your jail. This way, if the can is kicked, the seeker will have to run towards the jail while jailed players are running away.
Question: What is a summary of what this article is about?
Gather together players. Find a soda can or bottle. Determine the boundaries of your game. Designate a jail area. Pick the seeker and agree on a count time. Set up the can.