>

All questions on Computing

Wireless Sensor Network(waspmote IDE)

hi!i'm trying to build a wireless sensor network which could detect bluetooth devices in a room and track the device(on an overhead map layout of the room).i have been thinking of using waspmote extension board(http://www.libelium.c...xpansion_radio_board) inwhich uses two radios at the same time(bluetooth and zigbee radio).

my problem is,using waspmote boards would require to do the programming using "waspmote IDE" inwhich is similar to c++,i'm wondering how would i construct a map layout.

anyone having suggestings??

Answers
There are a lot of different radio's on the market, and there will be a lot of different ways to interface to them. Perhaps something that gives easy access to a higher level language might be more appropriate. You've specified that you want to track a "bluetooth" device. I've got a few questions. Do you want to be able to track any bluetooth device? Can you run code on the bluetooth device, or you going to monitor passively? It might be easier if you clearly specify your requirements, rather than jumping to a solution (waspmote) so that we can find some other possibilities.
theo.cushion
28 February 2012
to track any type of bluetooth device.you shouldnt be able to run code on the bluetooth device but should be able to send a text to the device,if only its a mobile phone(identified from the device mac address).i really need help on finding appropriate nodes and design interface to them(tracking map)
agieli
28 February 2012
the system should be tracking the device(could track by monitoring signal strength),if the device doesn't move(remain in the same point,i.e same value of signal strength for certain amount of time),the system should send a text message to the device!!
agieli
28 February 2012
You can probably do this with the bluetooth dongle built into your computer. Do you have access to Windows/Linux/Mac?
theo.cushion
01 March 2012
i have access to windows.i have got an external bluetooth dongle plugged on my computer.(my pc hasn't got an in-built bluetooth)
agieli
02 March 2012
>
Add an answer

Similar questions

What does HTML stand for and do?


Hypertext Markup Language

As you can probably guess from the title, HTML stands for Hypertext Markup Language and is a language used by web browsers to interpret and represent text, images, videos, audio and other mediums for people on web pages. HTML defines the structure of a website while other technologies their appearance (CSS) and behaviour (JavaScript). "Hypertext" describes the links between pages of content on the web that you can access immediately by clicking on said link. "Markup" refers to the method by which text, images, and other content is annotated to then be displayed. Examples of the these markup elemetns include <head>, <title>, <body>, <header>, <footer>, <article>, <section>, <p>, <video>, <ul>, <ol>, <li> and many more.

What is HTML Used For?

HTML was first developed by physicist Tim Berners-Lee at CERN, the European Organization for Nuclear Research in 1990 when looking for a way that researchers could share documents with each other. This was the foundation of the World Wide Web. HTML allows people to create and design web pages using elements such as paragraphs, headings, links, quotes, images etc. It is not a programming language, so doesn't have a dynamic functionality, rather it helps to organize and format a page. It uses simple coding to denote how each part of the page should look. For example, you could create a paragraph by placing the relevant text within 2 tags <p> and </p>. HTML is now an official web standard which is monitored and developed by the World Wide Web Consortium (W3C

Urgent tutor help

I have an assignment on Java coding need help with it. The assignment detail is below :

The overall aim of this assignment is to implement a simple graphics tool. This must be built as a graphical application using the Java Swing and AWT classes. The software will allow users to type in simple commands which cause a “pen” to move around a virtual canvas area drawing lines as it moves. The final product should be a fully working application which includes a typical application window, containing a menu bar and supporting dialogue boxes.

As well as implementing a programmatic solution to the defined requirements, you are required to submit a graphical representation of your final solution as a Unified Modelling Language (UML) class model. This class model should show all classes used in your solution, along with all attributes and methods which you yourself have written. Although classes used from the Swing library should be shown there is no need to display their attributes and methods.

Requirement 1 – basic application

The first requirement is to develop a simple GUI which contains an outer window (frame), a canvas drawing area, a console type text input area, and a menu bar. The menu bar should contain at least a ‘File’ and a ‘Help’ menu. The ‘File’ menu should contain the options “New”, “Load”, “Save” and “Exit”. The ‘Help’ menu should contain an “About” option. The application window should be resizable by the user. For this first requirement the menu options should simply act as stubs, later requirements will provide the actual functionality. When selected each option should pop–up a dialogue saying that the option has been selected.

Requirement 2 – command support

The second requirement is to implement some basic commands to allow drawing. The users should be able to type in these commands within the console text area. The “New” menu option should cause the canvas to be cleared. The application should be able to spot invalid commands and report this to the user.

The commands to be supported are shown in the following table.

Command:Description penup: Lifts the pen from the canvas, so that movement does not get shown. pendown : Places the pen down on the canvas so movement gets shown as a drawn line. left : Turn the direction 90 degrees to the left. right : Turn the direction 90 degrees to the right. forward : Move forward the specified distance. back : Move backwards the specified distance. red : Sets the output pen colour to red. green: Sets the output pen colour to green. blue : Sets the output pen colour to blue. reset: Resets the canvas to its initial state.

.

Java Assignment

Hi. I am stuck on this question. Any help will be appreciated. The overall aim of this assignment is to implement a simple graphics tool. This must be built as a graphical application using the Java Swing and/or AWT classes. The software will allow users to type in simple commands which cause a virtual pen (sometimes it is also called a turtle after the Logo programming language which was popular in schools in the 1980s) to move around a virtual canvas area drawing lines as it moves. The final product should be a fully working application which includes a typical application window, containing a menu bar and supporting dialogue boxes. You should use GraphicsPanel.java inside your program. It sets up a canvas for you to draw on and displays a simple turtle. You can modify it as you see fit. Requirement 1 – basic application 20 marks The first requirement is to develop a simple GUI which contains an outer window (frame), a canvas drawing area, a console type text input area, and a menu bar. Themenu bar should contain at least a ‘File’ and a ‘Help’ menu. The ‘File’ menu should contain the options “New”, “Load”, “Save” and “Exit”. The ‘Help’ menu should contain an “About” option. The application window should be resizable by the user. For this first requirement the menu options can be blank and have no attached functionality, subsequent requirements will provide the actual functionality. When selected each option should pop–up a dialogue saying that the option has been selected. Program runs Panel for drawing is displayed You need to demonstrate that the panel can be drawn on (note if you have implemented subsequent requirements they will do this). Console text area Note this could be the console itself or some sort of component such as a TextArea or TextField. You need to demonstrate that text can be entered and minimally echoed back (note if you have implemented subsequent requirements they will do this). (5 marks) File Menu Items with pop ups for each New (1 mark) Load (1 mark) Save (1 mark) Exit (1 mark) Help Menu About (1 mark) UML Diagram (10 marks) Should show internal detail of your classes (including GraphicsScreen.java). Any Swing/AWT classes or other external classes should be shown as boxes only. Requirement 2 – command support 35 marks The second requirement is to implement some basic commands to allow drawing. The users should be able to type in these commands within the console text area. The “New” menu option should cause the canvas to be cleared. The application should be able to spot invalid commands and report this to the user. The commands to be supported are very explicit and MUST match those shown in the following table. The command must be typed in by the user and not selected from a menu as some of them will have parameters which MUST be typed with the command, for example “forward 90”. The parameters must not be entered separately, either after the command or in a separate text field. These commands must not be entered using separate textfields for command and parameter. When the program first runs the turtle/pen should be set to the middle of the canvas and point down the screen and the pen should be set to “down”. Hence if the first command was “forward 100” a line from the middle of the screen to nearer the bottom would be drawn. Requirement 3 – loading, saving and exiting. 20 marks The main aim of requirement three is to implement the remaining menu options. The “Load” and “Save” should allow the user to select a file name via a dialogue box. The current image should then be either loaded or saved to a file. If the user attempts to load a new image without the current one been saved first then a warning dialogue should be shown to the user, which should provide the opportunity for the current image to be saved first. The “Exit” and “About” menu options should also be completed. During exit a similar check should be made to see whether the user is attempting to exit without saving changes.

Assignment Help Please

Your boss at Innovations R Us, Rita Webb, has agreed to equip a selected work team with SMART devices. Instructions: 1. Rita asks you to prepare a report for the Purchasing Committee that will analyse the advantages and disadvantages of each type of device for the staff team to use. Relevant factors could be:  Specific features/advantages at least 2 devices relevant for a specific work team  Purchase price/budget considerations  Ongoing costs/future proofing  Information technology trends for business use  Need for staff training  Operability with existing operating systems/technology platforms e.g. Windows, iOS or Android  Other relevant issues such as types of software to be run 2. Innovations R Us is an authorised reseller of IT equipment. As the report author, you are free to make any realistic assumptions about this NZ based company and its operations. However the information presented about the appropriate technology, must be from actual acknowledged sources. E.g. online publications and web sites of similar businesses. 3. The report will need to come to some valid conclusions and make recommendations based on your investigation. 4. The report must be structured according to an acceptable format such as found at: http://www.monash.edu...ogy/report/1.3.3.xml and will include:  Cover page  Table of contents  Introduction  Relevant sections/subsections  Conclusions  Recommendations  Reference list/bibliography  Appendices (where relevant) 5. References must be formatted using APA (MS Word APA acceptable)