Silicon ChipComputer Bits - April 1998 SILICON CHIP
  1. Outer Front Cover
  2. Contents
  3. Publisher's Letter: Auckland's blackout is a timely lesson
  4. Review: Philips DVD840 Digital Video Disc Player by Leo Simpson
  5. Feature: Understanding Electric Lighting; Pt.6 by Julian Edgar
  6. Review: VET Anti-Virus Software by Ross Tester
  7. Back Issues
  8. Feature: Satellite Watch by Garry Cratt
  9. Serviceman's Log: Lightning can cause strange faults by The TV Serviceman
  10. Project: An Automatic Garage Door Opener; Pt.1 by Rick Walters
  11. Order Form
  12. Feature: Computer Bits by Jason Cole
  13. Book Store
  14. Project: 40V 8A Adjustable Power Supply; Pt.1 by John Clarke
  15. Project: PC-Controlled 0-30kHz Sinewave Generator by Mark Roberts
  16. Feature: Radio Control by Bob Young
  17. Feature: A Chook Raffle Program For Your PC by Rick Walters
  18. Vintage Radio: A farewell, an introduction & a Little General by Rodney Champness
  19. Project: Build A Laser Light Show by Branco Justic
  20. Subscriptions
  21. Notes & Errata: NiCad zapper Apr 1994; 5-digit tachometer Oct 1997
  22. Market Centre
  23. Advertising Index
  24. Outer Back Cover

This is only a preview of the April 1998 issue of Silicon Chip.

You can view 32 of the 96 pages in the full issue, including the advertisments.

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Articles in this series:
  • Understanding Electric Lighting; Pt.1 (November 1997)
  • Understanding Electric Lighting; Pt.1 (November 1997)
  • Understanding Electric Lighting; Pt.2 (December 1997)
  • Understanding Electric Lighting; Pt.2 (December 1997)
  • Understanding Electric Lighting; Pt.3 (January 1998)
  • Understanding Electric Lighting; Pt.3 (January 1998)
  • Understanding Electric Lighting; Pt.4 (February 1998)
  • Understanding Electric Lighting; Pt.4 (February 1998)
  • Understanding Electric Lighting; Pt.5 (March 1998)
  • Understanding Electric Lighting; Pt.5 (March 1998)
  • Understanding Electric Lighting; Pt.6 (April 1998)
  • Understanding Electric Lighting; Pt.6 (April 1998)
  • Understanding Electric Lighting; Pt.7 (June 1998)
  • Understanding Electric Lighting; Pt.7 (June 1998)
  • Understanding Electric Lighting; Pt.8 (July 1998)
  • Understanding Electric Lighting; Pt.8 (July 1998)
  • Electric Lighting; Pt.9 (November 1998)
  • Electric Lighting; Pt.9 (November 1998)
  • Electric Lighting; Pt.10 (January 1999)
  • Electric Lighting; Pt.10 (January 1999)
  • Electric Lighting; Pt.11 (February 1999)
  • Electric Lighting; Pt.11 (February 1999)
  • Electric Lighting; Pt.12 (March 1999)
  • Electric Lighting; Pt.12 (March 1999)
  • Electric Lighting; Pt.13 (April 1999)
  • Electric Lighting; Pt.13 (April 1999)
  • Electric Lighting, Pt.14 (August 1999)
  • Electric Lighting, Pt.14 (August 1999)
  • Electric Lighting; Pt.15 (November 1999)
  • Electric Lighting; Pt.15 (November 1999)
  • Electric Lighting; Pt.16 (December 1999)
  • Electric Lighting; Pt.16 (December 1999)
Articles in this series:
  • Satellite Watch (January 1996)
  • Satellite Watch (January 1996)
  • Satellite Watch (February 1996)
  • Satellite Watch (February 1996)
  • Satellite Watch (March 1996)
  • Satellite Watch (March 1996)
  • Satellite Watch (June 1996)
  • Satellite Watch (June 1996)
  • Satellite Watch (August 1996)
  • Satellite Watch (August 1996)
  • Satellite Watch (October 1996)
  • Satellite Watch (October 1996)
  • Satellite Watch (December 1996)
  • Satellite Watch (December 1996)
  • Satellite Watch (February 1997)
  • Satellite Watch (February 1997)
  • Satellite Watch (April 1997)
  • Satellite Watch (April 1997)
  • Satellite Watch (May 1997)
  • Satellite Watch (May 1997)
  • Satellite Watch (June 1997)
  • Satellite Watch (June 1997)
  • Satellite Watch (December 1997)
  • Satellite Watch (December 1997)
  • Satellite Watch (April 1998)
  • Satellite Watch (April 1998)
  • Satellite Watch (January 1999)
  • Satellite Watch (January 1999)
  • Satellite Watch (June 1999)
  • Satellite Watch (June 1999)
Items relevant to "An Automatic Garage Door Opener; Pt.1":
  • Automatic Garage Door Controller PCB patterns (PDF download) [05104981-2] (Free)
Articles in this series:
  • An Automatic Garage Door Opener; Pt.1 (April 1998)
  • An Automatic Garage Door Opener; Pt.1 (April 1998)
  • An Automatic Garage Door Opener; Pt.2 (May 1998)
  • An Automatic Garage Door Opener; Pt.2 (May 1998)
Articles in this series:
  • Computer Bits (July 1989)
  • Computer Bits (July 1989)
  • Computer Bits (August 1989)
  • Computer Bits (August 1989)
  • Computer Bits (September 1989)
  • Computer Bits (September 1989)
  • Computer Bits (October 1989)
  • Computer Bits (October 1989)
  • Computer Bits (November 1989)
  • Computer Bits (November 1989)
  • Computer Bits (January 1990)
  • Computer Bits (January 1990)
  • Computer Bits (April 1990)
  • Computer Bits (April 1990)
  • Computer Bits (October 1990)
  • Computer Bits (October 1990)
  • Computer Bits (November 1990)
  • Computer Bits (November 1990)
  • Computer Bits (December 1990)
  • Computer Bits (December 1990)
  • Computer Bits (January 1991)
  • Computer Bits (January 1991)
  • Computer Bits (February 1991)
  • Computer Bits (February 1991)
  • Computer Bits (March 1991)
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  • Computer Bits (January 1992)
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  • Computer Bits (April 1995)
  • CMOS Memory Settings - What To Do When The Battery Goes Flat (May 1995)
  • CMOS Memory Settings - What To Do When The Battery Goes Flat (May 1995)
  • Computer Bits (July 1995)
  • Computer Bits (July 1995)
  • Computer Bits (September 1995)
  • Computer Bits (September 1995)
  • Computer Bits: Connecting To The Internet With WIndows 95 (October 1995)
  • Computer Bits: Connecting To The Internet With WIndows 95 (October 1995)
  • Computer Bits (December 1995)
  • Computer Bits (December 1995)
  • Computer Bits (January 1996)
  • Computer Bits (January 1996)
  • Computer Bits (February 1996)
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  • Computer Bits (August 1996)
  • Computer Bits (January 1997)
  • Computer Bits (January 1997)
  • Computer Bits (April 1997)
  • Computer Bits (April 1997)
  • Windows 95: The Hardware That's Required (May 1997)
  • Windows 95: The Hardware That's Required (May 1997)
  • Turning Up Your Hard Disc Drive (June 1997)
  • Turning Up Your Hard Disc Drive (June 1997)
  • Computer Bits (July 1997)
  • Computer Bits (July 1997)
  • Computer Bits: The Ins & Outs Of Sound Cards (August 1997)
  • Computer Bits: The Ins & Outs Of Sound Cards (August 1997)
  • Computer Bits (September 1997)
  • Computer Bits (September 1997)
  • Computer Bits (October 1997)
  • Computer Bits (October 1997)
  • Computer Bits (November 1997)
  • Computer Bits (November 1997)
  • Computer Bits (April 1998)
  • Computer Bits (April 1998)
  • Computer Bits (June 1998)
  • Computer Bits (June 1998)
  • Computer Bits (July 1998)
  • Computer Bits (July 1998)
  • Computer Bits (November 1998)
  • Computer Bits (November 1998)
  • Computer Bits (December 1998)
  • Computer Bits (December 1998)
  • Control Your World Using Linux (July 2011)
  • Control Your World Using Linux (July 2011)
Items relevant to "40V 8A Adjustable Power Supply; Pt.1":
  • 40V 8A Adjustable Power Supply PCB pattern (PDF download) [04304981] (Free)
  • 40V 8A Adjustable Power Supply panel artwork (PDF download) (Free)
Articles in this series:
  • 40V 8A Adjustable Power Supply; Pt.1 (April 1998)
  • 40V 8A Adjustable Power Supply; Pt.1 (April 1998)
  • 40V 8A Adjustable Power Supply; Pt.2 (May 1998)
  • 40V 8A Adjustable Power Supply; Pt.2 (May 1998)
Articles in this series:
  • Radio Control (January 1998)
  • Radio Control (January 1998)
  • Radio Control (February 1998)
  • Radio Control (February 1998)
  • Radio Control (March 1998)
  • Radio Control (March 1998)
  • Radio Control (April 1998)
  • Radio Control (April 1998)
Items relevant to "A Chook Raffle Program For Your PC":
  • BASIC source code and DOS software for the Chook Raffle Program (Free)

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COMPUTER BITS BY JASON COLE DirectX 5: why you need it Aimed originally at the 3D games & multimedia markets, DirectX is designed to simplify and speed up complicated tasks such as rendering 3D graphics and playing sounds. Let’s find out more about it. 3D graphics in consumer PCs are becoming commonplace, driven mainly be the demand for high-quality 3D graphics in games. Quite a few high-performance 3D accelerators and combination 3D/2D graphics cards are now available at reasonable prices. However, a 3D graphics card is not the only thing you need for fancy 3D graphics. You also need special software known as an API (application programming interface) in order to take advantage of all the card’s features. One of the best known APIs is DirectX. DirectX was created by Microsoft so that a programmer can more effectively utilise specific hardware components in your PC. But why do we need some other program to help programmers use the hardware? Well, the problem with programming for computers is that there are many different types of hardware out there. This makes it impossible to produce a single piece of software that fully utilises the various features of all this hardware. To explain, let’s say that you’re a games programmer and the game you’re creating is 3D-based. This means that you need to issue specific instructions to the video card in order to create 3D graphics. Unfortunately, the commands used for one type of video card are different to those used for most others. This means that your software would have to be able to identify each of the many different 3D graphics cards that are now in existence and utilise the appropriate code for the model detected. In theory, this could be done but it’s clearly imprac­tical because of the amount of software that would be involved. A typical game would have to be installed from three or four CDs Tip Of The Month Most people know that if you want to delete something in Windows 95 you simply drag the file onto the Recycle Bin icon. But did you also know that you can print files by dragging them onto a printer icon? If you have one or more printers, all you have to do is create shortcuts to them on the desktop. This done, you can print files simply by dragging them onto the appro­priate icon. When you do this, the application that created the file is automatically launched and the file down­loaded to the printer. In case you’re wondering, you can also open a document by dragging it (or a shortcut to it) onto the applica­tion’s icon (or onto a shortcut to the application). Of course, in most cases it will be easier to open the document by double-clicking it. and would take up a lot of room on your hard disc drive. One way around this is to design the game so that it only uses generic program codes. Unfortunately, this would severely compromise the graphics quality, regardless of the quality of the video card. The graphics on a $400 3D video card would be no better than those on a $100 card. Sure, the $400 3D card would be fast but who cares if the game looks substandard? In fact, this is how things were done up until a few years ago. Many games were simply designed for the “S3” video chip. That’s great for S3 chip owners but what about other chips? DirectX was designed to overcome this problem. It’s so-called “Low Level” functions are based on Application Programming Interfaces, or API’s for short. API’s control functions from 2D graphics acceleration to mouse and joystick inputs. DirectX is, in fact, split up into four areas which are a part of the “Foundation Layer”. These are Direct3D, DirectSound, DirectDraw and Direct­Input. These areas use software drivers to communicate between the software and the hardware. This is called the “Hardware Abstraction Layer” or HAL. As a result, programmers can write a set of instructions that are standard and the HAL will then translate these instruc­tions so that they can be used by the hardware. But what if the hardware doesn’t support the features that the program requires? A typical example of this is 3D games on a 2D video card. In cases like this, DirectX uses a “Hardware Emulation Layer”, or HEL. This will decipher the instructions and generate a virtual 3D card from the 2D card. Of course, this will be slower than using a April 1998  53 Fig.1: the Add/Remove Programs feature in Control Panel lets you restore your previous audio and video drivers. real 3D card but it does allow everyone to play 3D games regardless of what video card he or she has. It should be pointed out that not all devices are supported by DirectX. The hardware maker must supply a set of drivers for DirectX in order to take advantage of the specialised functions that DirectX has to offer. Fortunately, most of the latest 3D cards support DirectX. But that’s not the end of the story; there are other APIs besides DirectX, the two main ones being OpenGL and Glide. In fact, Quake – one of the biggest selling games of all time – supports OpenGL exclusively for 3D acceleration and new titles are being added all the time. For this reason, many graph­ics card vendors also provide OpenGL drivers for their latest offerings. Glide works only with 3Dfx-based cards. As well as providing graphics compatibility, DirectX also provides compatibility between different multimedia elements (eg, graphics and sound). Fairly obviously, the computer must be able to provide simultaneous graphics and sound. Originally, this required several API’s for the video and sound cards, generally from different manufacturers. After all, not everyone uses a Creative sound 54  Silicon Chip Fig.2: you can check the status of your DirectX drivers by double-clicking Dxtool.exe. card with a Creative video card. In fact, I use a Creative sound card with an Octek video card. These are both fairly high-quality components but the APIs for the sound card may not work well with the API’s for the video card, thereby causing conflicts and slowing down either the video image or the sound. Once again, DirectX overcomes this problem. It has a “Media Layer” and this to is split up into several areas: Direct3D retained mode, DirectPlay, DirectAnimation, and DirectShow. Note that DirectShow and Direct­Animation are now built into Micro­soft Internet Explorer 4.0, which allows web site developers to uti­lise the enhanced feature’s of DirectX. This can also reduce the size of the page that is downloaded and thus the download time – an important consideration for web users. The “Media Layer” of DirectX works in a similar way to the “Low Level” functions described earlier and enables programmers to co-ordinate a multitude of different multimedia elements. This is done by using a set of API’s that allow the different elements to function together as though they were a single application. As a result, different elements can work together and run smoothly with the correct timing (eg, a 2D character on top of a video clip with some added sound). Installing DirectX If you’re into games or other multimedia activities with fancy graphics, then DirectX 5.0 is a must. It can be downloaded from the Microsoft web­ site and is also often available on the CD-ROMs that come with some computer magazines. It is also sup­plied with some games programs. During the installation, the install program checks for “certified” video and audio card drivers. If it finds them, it recommends upgrading them with new drivers (which are included with the install program). You simply click “Yes” to upgrade or “No” to keep your existing drivers. By the way, you can easily revert to your previous drivers via the Add/Remove Programs feature in Control Panel – see Fig.1. You can also disable or enable Direct 3D Hardware Acceleration. If you want to check the status of the DirectX Driver Tool, go to the folder where DirectX is installed and double-click Dxtool.exe. A dialog box similar to that shown in Fig.2 will appear. This dialog box also enables you to turn Direct 3D and DirectDraw hardware accelera­tion on or off. SC