The Inventor's Kit

The Inventor's Kit

Author: W. J. Scott Murphy

Publisher: Symposium Publishing

Published: 2001

Total Pages: 0

ISBN-13: 9781577330646

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Publisher Marketing: The contents of this book are divided into three parts - Patents, Trademarks, and Copyrights. included in each section are the actual forms (that you can copy), instruction sheets, samples of completed forms, and even help-lines. It answers all these questions and more: What is a patent? a trademark? a copyright? What can and can't be patented? How is a patent obtained? What forms must be filled out? Where do I get the forms I need? Where do I find the phone numbers of who to call if I have questions? How much does a patent cost? How long will it take to get a patent? How do I do a patent search?Contributor Bio: W.J.Scott Murphy is a native of Hattiesburg, Mississippi. He received a Bachelor of Science degree in Business Administration from the University of Southern Mississippi in 1986. He has worked mostly in retail management. Since receiving his U.S. Patent in 1996, he has also registered trademark for his company logo as well as numerous registered copyrights for intellectual property.


The SparkFun Guide to Processing

The SparkFun Guide to Processing

Author: Derek Runberg

Publisher: No Starch Press

Published: 2015-08-01

Total Pages: 309

ISBN-13: 1593277210

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Processing is a free, beginner-friendly programming language designed to help non-programmers create interactive art with code. The SparkFun Guide to Processing, the first in the SparkFun Electronics series, will show you how to craft digital artwork and even combine that artwork with hardware so that it reacts to the world around you. Start with the basics of programming and animation as you draw colorful shapes and make them bounce around the screen. Then move on to a series of hands-on, step-by-step projects that will show you how to: –Make detailed pixel art and scale it to epic proportions –Write a maze game and build a MaKey MaKey controller with fruit buttons –Play, record, and sample audio to create your own soundboard –Fetch weather data from the Web and build a custom weather dashboard –Create visualizations that change based on sound, light, and temperature readings With a little imagination and Processing as your paintbrush, you’ll be on your way to coding your own gallery of digital art in no time! Put on your artist’s hat, and begin your DIY journey by learning some basic programming and making your first masterpiece with The SparkFun Guide to Processing. The code in this book is compatible with Processing 2 and Processing 3.


Practical Electronics for Inventors 2/E

Practical Electronics for Inventors 2/E

Author: Paul Scherz

Publisher: McGraw Hill Professional

Published: 2006-12-05

Total Pages: 977

ISBN-13: 0071776443

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THE BOOK THAT MAKES ELECTRONICS MAKE SENSE This intuitive, applications-driven guide to electronics for hobbyists, engineers, and students doesn't overload readers with technical detail. Instead, it tells you-and shows you-what basic and advanced electronics parts and components do, and how they work. Chock-full of illustrations, Practical Electronics for Inventors offers over 750 hand-drawn images that provide clear, detailed instructions that can help turn theoretical ideas into real-life inventions and gadgets. CRYSTAL CLEAR AND COMPREHENSIVE Covering the entire field of electronics, from basics through analog and digital, AC and DC, integrated circuits (ICs), semiconductors, stepper motors and servos, LCD displays, and various input/output devices, this guide even includes a full chapter on the latest microcontrollers. A favorite memory-jogger for working electronics engineers, Practical Electronics for Inventors is also the ideal manual for those just getting started in circuit design. If you want to succeed in turning your ideas into workable electronic gadgets and inventions, is THE book. Starting with a light review of electronics history, physics, and math, the book provides an easy-to-understand overview of all major electronic elements, including: Basic passive components o Resistors, capacitors, inductors, transformers o Discrete passive circuits o Current-limiting networks, voltage dividers, filter circuits, attenuators o Discrete active devices o Diodes, transistors, thrysistors o Microcontrollers o Rectifiers, amplifiers, modulators, mixers, voltage regulators ENTHUSIASTIC READERS HELPED US MAKE THIS BOOK EVEN BETTER This revised, improved, and completely updated second edition reflects suggestions offered by the loyal hobbyists and inventors who made the first edition a bestseller. Reader-suggested improvements in this guide include: Thoroughly expanded and improved theory chapter New sections covering test equipment, optoelectronics, microcontroller circuits, and more New and revised drawings Answered problems throughout the book Practical Electronics for Inventors takes you through reading schematics, building and testing prototypes, purchasing electronic components, and safe work practices. You'll find all thisin a guide that's destined to get your creative-and inventive-juices flowing.


The Game Inventor's Guidebook

The Game Inventor's Guidebook

Author: Brian Tinsman

Publisher: Morgan James Publishing

Published: 2008-11-01

Total Pages: 282

ISBN-13: 1600377904

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A guide to developing and selling your game idea from a game design manager at Wizards of the Coast, the world’s largest tabletop hobby game company. Do you have an idea for a board game, card game, role-playing game or tabletop game? Have you ever wondered how to get it published? For many years Brian Tinsman reviewed new game submissions for Hasbro, the largest game company in the US. With The Game Inventor’s Guidebook: How to Invent and Sell Board Games, Card Games, Role-playing Games & Everything in Between! Tinsman presents the only book that lays out step-by-step advice, guidelines and instructions for getting a new game from idea to retail shelf.


The Arduino Inventor's Guide

The Arduino Inventor's Guide

Author: Brian Huang

Publisher: No Starch Press

Published: 2017-05-15

Total Pages: 338

ISBN-13: 1593276524

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With Arduino, you can build any hardware project you can imagine. This open-source platform is designed to help total beginners explore electronics, and with its easy-to-learn programming language, you can collect data about the world around you to make something truly interactive. The Arduino Inventor's Guide opens with an electronics primer filled with essential background knowledge for your DIY journey. From there, you’ll learn your way around the Arduino through a classic hardware entry point—blinking LEDs. Over the course of the book, 11 hands-on projects will teach you how to: –Build a stop light with LEDs –Display the volume in a room on a warning dial –Design and build a desktop fan –Create a robot that draws with a motor and pens –Create a servo-controlled balance beam –Build your own playable mini piano –Make a drag race timer to race toy cars against your friends Each project focuses on a new set of skills, including breadboarding circuits; reading digital and analog inputs; reading magnetic, temperature, and other sensors; controlling servos and motors; and talking to your computer and the Web with an Arduino. At the end of every project, you’ll also find tips on how to use it and how to mod it with additional hardware or code. What are you waiting for? Start making, and learn the skills you need to own your technology! Uses the Arduino Uno board or SparkFun RedBoard


Beginning BBC micro:bit

Beginning BBC micro:bit

Author: Pradeeka Seneviratne

Publisher: Apress

Published: 2018-01-24

Total Pages: 262

ISBN-13: 1484233603

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Learn essential concepts and techniques to build simple-to-advanced projects and overcome common programming challenges in micro:bit development. Beginning BBC micro:bit will take you through the complete features and capabilities of the micro:bit controller, enabling you to program and build your own projects. The uses are endless for the micro:bit and this books will help get you started on building your next project with this popular and easy-to-use microcontroller. You'll use online Python Editor and Mu Editor to build your own applications. Reviewed by the micro:bit developer team, this comprehensive guide also provides clean code examples to help you learn the key concepts behind the micro:bit API. What You’ll Learn Work with the various kits and accessories Master the micro:bit development platform with easy to follow examples and clean code Build your own micro:bit applications using an online Python editor and Mu editor Use the on-board LED matrix, built-in buttons, I/O pins, accelerometer, and compass Learn how to connect and communicate with devices through I2C, SPI, and UART Build applications with music and speech libraries Use Local Persistent File System to store and manipulate files Build applications based on wired and radio networks Use micro:bit and micro:bit Blue apps Who This Book Is For Beginners, those already experienced with electronics, and hobbyists at all levels looking to get started with a new microcontroller.


The Boo-Boos That Changed the World

The Boo-Boos That Changed the World

Author: Barry Wittenstein

Publisher: Charlesbridge Publishing

Published: 2018-02-13

Total Pages: 35

ISBN-13: 1632895579

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Did you know Band-Aids were invented by accident?! And that they weren't mass-produced until the Boy Scouts gave their seal of approval? 1920s cotton buyer Earle Dickson worked for Johnson & Johnson and had a klutzy wife who often cut herself. The son of a doctor, Earle set out to create an easier way for her to bandage her injuries. Band-Aids were born, but Earle's bosses at the pharmaceutical giant weren't convinced, and it wasn't until the Boy Scouts of America tested Earle's prototype that this ubiquitous household staple was made available to the public. Soon Band-Aids were selling like hotcakes, and the rest is boo-boo history. "Appealingly designed and illustrated, an engaging, fun story" — Kirkus Reviews STARRED REVIEW


The Picture History of Great Inventors

The Picture History of Great Inventors

Author: Gillian Clements

Publisher:

Published: 1993

Total Pages: 80

ISBN-13: 9780711216051

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An introduction to the great inventors of the world. Filled with facts both serious and comic, the book describes the lives and work of more than 50 major inventors, with illustrated references to hundreds more. A timeline provides a glimpse into the lives and times of each inventor.


Inventor Confidential

Inventor Confidential

Author: Warren Tuttle

Publisher: HarperCollins Leadership

Published: 2021-03-23

Total Pages: 273

ISBN-13: 1400219582

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The road to licensing a profitable, innovative product or technology is riddled with curves, holes, and rocky cliffs. The President of the United Inventors Association shows inventors, innovators, and makers a better path towards monetizing your creations and how to avoid the get-rich-quick scammers. Every year, hundreds of thousands of eager inventors around the globe spend millions of dollars seeking assistance from inventor service companies and individuals claiming to be experts in the innovation and licensing fields, though their actual success rates are poor in relation to the dollar amounts they charge. The reality is, according to Inventors’ Digest™, while 78% of new inventors believe they will make over a million dollars with their inventions, less than 1% actually do. Marketers prey on this scenario for their own financial gain. In Inventor Confidential, inventor advocate Warren Tuttle tips the odds back in the investor’s favor, helping them: Gain a much broader picture of the many current challenges that inventors face these days. Understand the red flags to watch out for when individuals or companies charge up front for their coaching or help-to-market services. See how inventors can improve their odds of licensing success by following a thorough product development protocol, creating working prototypes, and filing U.S. patents. Get the insider perspective on how companies determine the quality of a product submission and if they want to work with the inventor. Learn the 30 steps to market if you want to go it alone. For anyone who has a great idea or invention and wants to monetize it but are not sure who to trust, Inventor Confidential will show them where to best spend their hard-earned money to maximize their odds for success.