Digital Elec Unit 3
Digital Elec Unit 3
For this project, I propose designing a simple digital game called "Score Keeper." The game will
involve a player scoring points, and the score will be displayed using a binary counter. The
reason for selecting this scenario is that it provides a clear and practical application of sequential
circuits, registers, and counters, allowing students to visualize how these components interact in
a real-world context. The project will help students understand the input/output behavior of these
circuits while reinforcing their theoretical knowledge through hands-on experience.
1. Define Requirements:
The game will have a scoring system that increments the score with each
successful action (e.g., hitting a target).
A reset button will allow the player to reset the score to zero.
2. Select Components:
Registers: Use D flip-flops to create a 4-bit register that holds the current score.
Input/Output Devices: Use push buttons for scoring input and an LED display
for output.
3. Circuit Diagram:
Connect the output of the T flip-flop (acting as a counter) to the D inputs of the
register.
Use combinational logic to control when the counter increments (on button press)
and when it resets (on reset button press).
4. Clock Signal:
A clock signal will synchronize all flip-flops in the circuit, ensuring that changes
in state occur at defined intervals.
5. Reset Logic:
Implement asynchronous reset logic that sets all flip-flops to zero when the reset
button is pressed.
Registers: The 4-bit register stores the current score in binary format. Each D flip-flop
corresponds to one bit of the score, allowing for easy updates and retrieval of data.
Counters: The T flip-flop counter increments the score with each button press. When
activated, it toggles its state on each clock pulse, effectively counting from zero.
The interaction between registers and counters allows for seamless updates to the score display
as players engage with the game. When a player scores, the counter increments, which then
updates the register holding the current score.
1. D Flip-Flops (Registers):
Triggered by clock pulses to update their state based on inputs from the counter.
2. T Flip-Flops (Counter):
3. Input Devices:
Push buttons serve as inputs for scoring actions and resetting scores.
4. Output Device:
Conclusion
This project effectively demonstrates how registers and counters collaborate within sequential
circuits to create interactive input/output behavior in a digital game context. Students will gain
practical experience in designing circuits while reinforcing their understanding of theoretical
concepts related to sequential logic design.
References
https://youtu.be/16P7TgqQlTA