100% found this document useful (1 vote)
17 views

Get Your guide to Excel in First Lego League Robot Architecture Design Programming and Game Strategies Sanjeev Dwivedi PDF ebook with Full Chapters Now

First

Uploaded by

dukesszarokd
Copyright
© © All Rights Reserved
Available Formats
Download as PDF, TXT or read online on Scribd
100% found this document useful (1 vote)
17 views

Get Your guide to Excel in First Lego League Robot Architecture Design Programming and Game Strategies Sanjeev Dwivedi PDF ebook with Full Chapters Now

First

Uploaded by

dukesszarokd
Copyright
© © All Rights Reserved
Available Formats
Download as PDF, TXT or read online on Scribd
You are on page 1/ 49

Download the Full Version of textbook for Fast Typing at textbookfull.

com

Your guide to Excel in First Lego League Robot


Architecture Design Programming and Game
Strategies Sanjeev Dwivedi

https://textbookfull.com/product/your-guide-to-excel-in-
first-lego-league-robot-architecture-design-programming-and-
game-strategies-sanjeev-dwivedi/

OR CLICK BUTTON

DOWNLOAD NOW

Download More textbook Instantly Today - Get Yours Now at textbookfull.com


Recommended digital products (PDF, EPUB, MOBI) that
you can download immediately if you are interested.

Excel Simple and Effective Strategies to Learn and Execute


Excel Programming Volume 3 3rd Edition Mr Daniel Jones

https://textbookfull.com/product/excel-simple-and-effective-
strategies-to-learn-and-execute-excel-programming-volume-3-3rd-
edition-mr-daniel-jones/
textboxfull.com

Holistic Game Development with Unity. An All-in-One Guide


to Implementing Game Mechanics, Art, Design and
Programming Penny De Byl
https://textbookfull.com/product/holistic-game-development-with-unity-
an-all-in-one-guide-to-implementing-game-mechanics-art-design-and-
programming-penny-de-byl/
textboxfull.com

Lego Architecture Parts List Frank Lloyd Wright


Fallingwater 1st Edition Lego

https://textbookfull.com/product/lego-architecture-parts-list-frank-
lloyd-wright-fallingwater-1st-edition-lego/

textboxfull.com

Robot Programming A Guide to Controlling Autonomous Robots


1st Edition Cameron Hughes

https://textbookfull.com/product/robot-programming-a-guide-to-
controlling-autonomous-robots-1st-edition-cameron-hughes/

textboxfull.com
EXCEL VBA Programming By Examples Programming For Complete
Beginners Step By Step Illustrated Guide to Mastering
Excel VBA Thanh Tran
https://textbookfull.com/product/excel-vba-programming-by-examples-
programming-for-complete-beginners-step-by-step-illustrated-guide-to-
mastering-excel-vba-thanh-tran/
textboxfull.com

Programming for Game Design: A Hands-On Guide with Godot


1st Edition Wang

https://textbookfull.com/product/programming-for-game-design-a-hands-
on-guide-with-godot-1st-edition-wang/

textboxfull.com

Introduction to DevOps with Chocolate, LEGO and Scrum Game


1st Edition Dana Pylayeva (Auth.)

https://textbookfull.com/product/introduction-to-devops-with-
chocolate-lego-and-scrum-game-1st-edition-dana-pylayeva-auth/

textboxfull.com

Practical Game Design A modern and comprehensive guide to


video game design 2nd Edition Adam Kramarzewski | Ennio De
Nucci
https://textbookfull.com/product/practical-game-design-a-modern-and-
comprehensive-guide-to-video-game-design-2nd-edition-adam-
kramarzewski-ennio-de-nucci/
textboxfull.com

Programming for Game Design: A Hands-On Guide with Godot


1st Edition Wallace Wang

https://textbookfull.com/product/programming-for-game-design-a-hands-
on-guide-with-godot-1st-edition-wallace-wang/

textboxfull.com
Your guide to Excel in First Lego League: Robot Architecture, Design,
Programming and Game Strategies. Copyright © 2017 Sanjeev Dwivedi and
Rajeev Dwivedi

All rights reserved. No part of this work may be reproduced or transmitted in any
form or by any means, electronic or mechanical, including photocopying,
recording, or by any information storage or retrieval system, without the prior
written permission of the copyright owner and the publisher.

LEGO®, MINDSTORMS®, EV3®, are trademarks of the LEGO Group, which does
not sponsor, authorize, or endorse this book.

First Lego League®, FLL® and USFirst® are trademarks of For Inspiration and
Recognition of Science and Technology (FIRST®), which does not sponsor,
authorize, or endorse this book.

World Robotics League® is a trademark of Satkriti Solutions LLC

The information in this book is distributed on an “As is” basis, without warranty.
While every precaution has been taken in the preparation of this work, the
authors shall not have any liability to any person or entity with respect to any loss
or damage caused or alleged to be caused directly or indirectly by the information
contained in it.
To the next generation of innovators,
Hopefully we will see colonization of Mars in our lifetime
Foreword
We are glad to offer this book Your guide to Excel in First Lego League: Robot
Architecture, Design, Programming and Game Strategies to you. We believe that
new users as well as experienced participants will find this book very useful. This
book evolves from our experience over years of coaching and working with
multiple teams.

Using many of the guiding principles listed out in this book, our teams have not
only excelled through multiple levels of progression; they have done so with flying
colors. The awards won by our teams include prestigious regional championship
awards, robot performance awards at qualifiers, semi-finals, two state
championships with two representations at the World Championships. Additionally,
we have won multiple design awards, project awards and core value awards.

This book summarizes design principles including different kind of drives, elements
of robot architecture, design of robot as system. There are detailed explanation of
various programing elements including the flow structure, usage of various
sensors and design and programming for a consistent and more predictable
movement. A section is dedicated to the development of menu system that users
will find very helpful in organizing individual programs for various missions.

In addition to the technical information, the book has a section dedicated to


apprising teams, participants and coaches of many other issues that will help
them be better prepared for the competition.

The book also describes many mechanisms and fixtures used to reduce the overall
timing and repeatable performance. The book concludes with a section dedicated
to building a robot that encompasses many design features of well-balanced
highly reconfigurable robot.

Many programs described in the book are provided on our website:


www.FLLguide.com
While every care has been taken to provide accurate information, feel free to write
to us if you notice any discrepancies. We are also open to additional suggestion to
improve.

Happy building and good luck,

Go Lego

Sanjeev Dwivedi
Rajeev Dwivedi
August 15th, 2017
Table of Contents
Foreword
Table of Contents
Quick Introduction to FLL
Summary
Robot Architecture
Subcomponents of a Mobile Robot
Robot Design as a System
Guidelines for Robot Design
Other important considerations for overall Robot design
Summary
Mechanical System
Mechanical Drives
Gear Drives
Spur gears
Bevel Gears
Worm Gear
Rack and Pinion
Gear Trains and Combination gear trains
Chain and Sprocket Drives
Belt and Pulley
Mechanical Linkages
Composite Drives
Summary
Pneumatic Systems
Pneumatic pump
Air Tank
Flow distribution accessories
Manometer
Pneumatic cylinders
Pneumatic Valve (switch)
Pneumatic mechanisms
Summary
Getting familiar with the programming environment
Introduction to the programming
Green/Action Blocks
Orange/Flow Blocks
Yellow/Sensor Blocks
Red/Data Operation Blocks
Royal Blue/Advanced blocks
Myblocks
Summary
Fundamentals of Robot Movement
Parts of the robot
Large Motors
Connection to Wheels
Caster
Bumper
Chassis
Moving Straight
Turning
Exercises to reinforce basic robot movement
Summary
Basic Robot Navigation
Navigation Paradigms
Aligning the robot perfectly
Taking care of the Gear Slack
Starting Jig
Using wall and flat surfaces for navigation
Exercises with basic alignment
Wall Following using wheels
Summary
MyBlocks
Pre-requisite to Myblocks
Variables
Data Wires
Display Block
The Math Block
Exercises
MyBlocks for Moving Straight and turning
Summary
Basic programming blocks
The Single motor block
Flow Control Blocks
Flow Control: The Wait block
Flow Control: The Switch block
Flow Control: Programming mistakes with the Switch block
Flow Control: The Loop block
The Loop Interrupt
Flow Control: Programming Mistakes with the loop block
Summary
Touch Sensor and the Brick buttons
Programming with the touch sensor
Mounting the touch sensor
Wall aligning with a touch sensor
Wall Following with a touch sensor
Exercises with the Touch sensor
Brick Button as a sensor
Summary
Ultrasonic Sensor
Mounting the Ultrasonic sensor
Examples of the Ultrasonic sensor use
Wall following with the Ultrasonic Sensor
Exercises
Summary
Color Sensor
Wait for color
Line squaring to color lines
Simple Line following with a color sensor
Calibrating the color sensor
Summary
Gyroscope Sensor
Basic Functionality
Summary
Motor Rotation Sensor and its use in conjunction with other
Sensors
Exercises
Summary
PID algorithm for wall following using Ultrasonic and line
following using Color Sensors
PID line following
Summary
The Master Program
Display Program Names MyBlock
Summary
Some Design suggestions to improve accuracy and timing
Self-aligning features
Optimize motor usage by eliminating motorized
mechanisms and attachment by Robot Movement
Use passive non-motorized end effector for collecting
objects
Designs based on Out of box thinking for objects placed on
ground -effector for collecting objects
Save time by using single fixture for simultaneous multiple
deliveries
Robot need not go behind the wall
Axle based connectors for quickly switching static
attachment
Touch sensor Engagement
Use Level fix vehicle for aligning and make deliveries above
the ground level
Summary
Robot Mission and Path Planning Strategies for FLL
One at a time mission planning
Zone based mission planning
Path and Opportunity based Mission planning
Island of Certainty
Overshoot your goal
Use techniques when you can be certain of them
Minimum number of segments on a path
Opportunistic Mission completion
Taking penalties as a strategy
Tying it all together
Summary
Appendix A: Winning Strategies at FLL - beyond Robotics
Appendix B: Things to remember for the competition day
Appendix C: The Essential kit for a successful FLL season
Appendix D: A FLL Robot
Quick Introduction to FLL
Started in 1999 through partnership between FIRST (For Inspiration and
Recognition of Science and Technology) and Lego group, First Lego League® or
FLL as it is commonly called, is a competition that focuses on STEM with a goal to
develop kids with a play nice attitude. Many or most people who have heard of
FLL associate FLL with robotics; however, it is key to understand the
differentiation.

FLL is a STEM (Science, Technology, Engineering and Mathematics) oriented


competition with a robotics component to it. It is, NOT a Robotics competition.
This differentiation is important to understand for most coaches to avoid
frustration and to better navigate the competition for great results and to win or
move from one level to another in FLL. Before we go deep into explaining how to
Win at FLL events, it is important to understand the format as well as the various
metrics that FLL judging occurs on. In our experience, even experienced coaches
quite often do not fully understand the dynamics of judging or even various parts,
so it is crucial to lay it out.

FLL as a competition has 4 parts to it:

Core Values - we like to call this teamwork. That is how team works together,
cooperates and exhibits gracious professionalism
Project - This is essentially a scientific research endeavor. The teams need to
identify a real-life problem, find a solution to it, or improve an existing solution
and share it with others.
Robot Design – Also referred to as technical judging is about the innovative
strategies, design and programing.
Robot Games - The robotics component where you get graded objectively based
on how well your robot performs in the competition.

In our experience, most participants love the robotics portion of FLL and that is
where they spend most of their time. Even though the FLL competition is heavily
weighted towards teamwork, project and robot design, most participants that we
have interacted with have a very positive experience that they gained out of the
robotics portion of FLL. Thus, we have decided to keep the majority of the book
dedicated to robotics with Lego and EV3 Mindstorms.

The central theme of this book is the robotics and programming that goes along
with FLL although we discuss some of the most important metrics needed to win
in FLL in the appendices. In this chapter, we setup the terminology and basic
concepts of FLL so that you can follow along in the rest of the book.

Figure 1: A sample FLL Robot Challenge Field, also called as


The Table shown for illustration purposes
For most of the teams, a FLL season runs from roughly the beginning of
September to Mid-December when the FLL Qualifiers take place. At the beginning
of each FLL season, FIRST, announces a challenge with a specific theme. The
challenge contains the description of the research area that the kids should work
in and more importantly, it contains the robotics challenge environment in which
the team’s EV3 robot must work in. The challenge environment is built with the
help of the FLL field kit that includes a mat and various models that are built with
the help of Lego pieces. As described in Figure 1, the challenge area is 45 in x 93
in with one area reserved as the Robot Base. The challenge area is surrounded by
single 2 x 3 stud (actual 1-1/2 in x 2-1/2in or 38mm x 64mm) walls on three sides
and double walls one side. During actual challenge two tables are placed next to
each other so that the walls are touching. The shared walls described in Figure 1
represent the second table.
Figure 2: A FLL table with the mat and the models shown. The
table is from the 2016 Animal Allies season.
Figure 3: An FLL table shown with the base and a few models
On an actual challenge table (Figure 2), multiple Lego models are dispersed at
known locations on top of a printed mat and the robot needs to interact with the
Lego models and fulfill certain conditions. Each travel of the robot outside the
base in order to interact with one or more Lego Models to perform certain
objectives is known as a mission. The missions may include, push, pull, engage,
collect, redistribute or object launching tasks. While attempting a mission, the
Robot must be autonomous. Autonomy of the robot means that once the robot
exits the Robot Base, no member of the team may touch or aid the robot until the
robot returns back to the Robot Base on its own. Thus, as per the rules, the robot
can be touched only in the robot base. While in Robot base, the robot may be
reconfigured by changing the attachment and suitable program selected to
execute a mission. If due to some reason the robot is stranded outside the Robot
base, participants may accept a penalty point and pick the robot to bring it back
to base.

In the FLL Robot game where the robots are driven using autonomous programs
by kids, two tables are placed next to each other (Figure 4) and two teams run
their robot on them simultaneously. It is key to note that even though two teams
are running their robots simultaneously, there is limited impact they can have on
each other. The two tables have one wall touching each other and a shared model
is placed on this double wall. In the 2016 Animal Allies season, scoring points on
the shared model would grant points to both the teams irrespective of which team
was the one that took on that mission. Apart from the shared models, the scoring
as well as running of the robot on the two sides is completely independent and
does not impact the other team.
Figure 4: Two tables placed in the competition setting with the
shared model overlapping the two walls. Note that there are
quite often loose pieces in the base which are required to
finish some missions. During the competition, you may move
them off the competition table and onto a small stool placed
next to the table for keeping the spare pieces. Apart from the
one shared model between the two walls, the two sides are
completely independent of each other.
Summary
In this chapter, we quickly touched upon some core concepts of FLL. The most
exciting thing that participants find in FLL is the robotics and the Robot Games.
The Robot Game is performed on top of a 45inchx93inch table which, contains a
mat and lots of Lego Models. The participating team builds and programs a robot
to go and interact with the models in an autonomous way within a 2 minute and
30 seconds timeframe. Each autonomous run of the robot is known as a mission
and usually involves the robot interacting with multiple models using a variety of
techniques. With this introduction, we are ready to delve in the world of Lego
based robotics.
Robot Architecture
Ever wondered what a Robot is? Fundamentally, a Robot is a machine. We see all
manners of machines around us. There are machines that help us with
transportation, machines that help make our live more comfortable, machines that
help us explore and machine that help us manufacture and produce goods. So,
what differentiates the Robots from all the rest of the machines?

Come to think about it, most of the machines that we see around us, and use are
dedicated to a single task. They perform the same task over and over. A juicer
mixer grinder - makes juice and grinds food. A car transports us from one place to
another. A drilling machine drills and similarly a washing machine washes
clothes. What differentiates these machines from Robots?

Robots are special kinds of machines distinguished by following three


characteristics:
1. Robots are multifunctional machines
2. Robots are Reconfigurable machines and
3. Robots are reprogrammable machines

Contrary to most of the machines, the Robot can perform many different
functions. Attach a welding torch to a Robot and it welds to join two pieces of
metal. Attach a gripper to the Robot and it can perfectly pick and place and sort
items. Attach a surgical implement to a Robot and it can perform surgery just like
a skilled surgeon. Attach a laser to the Robot and it can custom cut a piece of
cloth to be sewn into a great dress. Let’s take the multi-functionality to the next
level - attach a baseball bat to the Robot and it can hit perfect homeruns. In fact,
some enthusiasts have configured Robots to paint and mock sea-surf. For each
different task, the Robots needs a different attachment. The unique attachment
for the Robot required to perform a specific task is also referred to as an end
effector.

This takes us to the next subject, that is, the reconfigurability. Think of your arm,
it is a perfect multi-functional implement. Hold a brush to paint, hold a bat to hit
home runs and hold a fork to enjoy a perfect meal. It is worth noticing that, in
order to perform a task, we need to configure our arms in a certain
manner. Similarly, for a robot to perform different tasks, robot needs to configure
its shape accordingly.

All the robots used for specific functionality, industrial applications, entertainment
and education, are classified into two categories:
1. Mobile robots
2. Non-mobile robots

Non-mobile robots are used in manufacturing and assembly industries where the
raw material(s) arrive near the Robot and Robots picks and assembles, solders or
welds pieces. By contrast, Mobile robots are used for material movement and
exploratory purposes; Mars rover is a popular example of a mobile robot.

Figure 5: The Robot path may comprise of a set of linear,


circular or a task specific profile as indicated by the differently
colored (or solid vs dashed) arrows. The robot environment
above is from the FLL 2016 Animal Allies Season.
The Robots used in FLL are mobile Robots. That is, they need to move from one
location to another. As shown in Figure 5, the movement of a robot may comprise
of linear segments, circular arcs; or need based unique path profiles. Different
attachments on the Robot help the robot complete mission tasks. In FLL, the
maximum number of allowed motors are limited by the availability of ports on
EV3/NXT module. Therefore, significant reusability of attachments as well as easy
and quick reconfigurability of the Robots is critical to solving maximum number of
missions in fixed time window. Typically, the Robots are multifunctional since the
variety of problems that are solved may range from push, pull to pick and place,
engage and actuate among others. The end effector connected to the robot helps
solve various mission problems.
Each mission and reconfigured design of the robot may go hand in hand with a
specific program.

Figure 6: Typical mobile Robot used in FLL


A configuration refers to the arrangement of various elements of a mechanism or
mechanical system. In context of FLL, let us refer to the examples shown in the
Figure 6. The core mobile Robot comprises of the Chassis and motors for the
Robot to travel. Additional motors are attached to the robot for attaching the End
Effectors.
Figure 7: Various end effectors for range of missions
Figure 7(a)-(h) show different end effectors ranging in complexity and
configurations. Each end effector is unique and corresponds to a mission. Figure
7(a) is a pusher mechanism that allows access across a tall structure. Figure 7(b)
and (c) show mechanisms for delivery of items above the ground level. Figure
3(d)-(f) show end effectors for collecting items. Figure 7 (g) shows a rack and
pinion based actuator and Figure 3(h) shows a robot with attachment for aligning
a Robot. While an end-effector may be used for a specific task, many end
effectors may be configured to perform multiple tasks.

When designing an end effector, it is highly recommended that the designer


consider using it for multiple tasks. One may also design an end effector such that
with minimal changes and adjustments, the same end effector can be used for
multiple missions. As illustrated in Figure 8, a scoop like attachment, used for
collecting objects, can be made multifunctional by attaching an axle to hang the
mission pieces with loops. Similarly, as described in Figure 9 an alignment end
effector can be easily converted to a collection end effector using a simple drop-in
and remove wall.
Figure 8: Configuring a scoop for multiple usage by attaching
an axle

Figure 9: Configuring an alignment end effector to collection


end effector by using a simple add on wall
Subcomponents of a Mobile Robot
As described in the Figure 5, typical mobile Robot, in addition to the onboard EV3
computer, comprises of following units:
1. Vehicle (the robot body) - this is what most coaches and teams will term as the
base robot. This robot has the basic chassis with two large motors for moving
the robot as well as one or two other motors to operate the end effectors or
attachments.
2. End effector (the attachments) - these are detachable mechanisms that will be
attached/mounted on the robot to perform one or more actions e.g. pick a
piece, drop a piece. You would want to design a mechanism on the robot body
so that multiple attachments can be attached and detached with relative ease
and minimal time involvement since all FLL competitions have multiple
challenges which can usually not be solved by a single attachment. Additionally,
the challenges are time constrained to 2 minutes and 30 seconds, so any time
spent changing the attachments is down time where your robot is not scoring
points.
3. Sensing unit (the sensors) - even though we list this as a separate item, the
sensing unit is the various sensors that you will attach to your robot. In
general, the sensing unit is a permanent part of the robot and is attached
rigidly to the body of the robot. The sensing units are attached to the robot
with structural components such as pegs and axles and attached to the brick
with a cable. In EV3 Mindstorms world, the sensing unit consists of up to 4
sensors of type touch, ultrasonic (for distance), color, Infra-Red distance
measurement sensor, and gyroscope - for measuring angles.
Robot Design as a System
First of all, it must be emphasized that every design has opportunity to improve
and secondly, a design is perfectly acceptable as long as it performs a task with
reliability and within specified constraints of time and space. However, there are
some fundamental rules of design that need to be addressed for a reliable and
efficient performance.

Let us discus few fundamental of physics and geometry that will help us
understand as well as implement the robot kinematics.
1. A minimum of three-point support is needed to fully constrain the motion of
an object.
2. The Robot support points at the wheels must work in a synchronized, well
defined manner.
3. The lesser the redundancy, the higher the accuracy of the Robot navigation.
Figure 10: Physics of object support points
To elaborate the first idea, let us refer to an example shown in Figure 10. A 3D
object, when supported on one point may tilt along any of the multiple axes
passing through the support point. The same object, when supported on two
points, may tilt about the axis passing through the two points. By contrast,
the object when supported on three points is fully constrained. The reason behind
this is that at any given point of time there are only three points on which the
object is supported, and any additional support introduces redundancy.
Exploring the Variety of Random
Documents with Different Content
Einbanddecken
Band XIII (1924)
Mark 1.50
und 30 Pfg. Postgeld und Verpackung

Landesverein
Sächsischer Heimatschutz
Dresden-A., Schießgasse 24
Werbt Mitglieder!
Jeder eins
dann haben wir bald die

100 000
erreicht

Helft dazu! Herzlichen Dank!

Landesverein
Sächsischer Heimatschutz

Lehmannsche Buchdruckerei, Dresden-N.


*** END OF THE PROJECT GUTENBERG EBOOK
LANDESVEREIN SÄCHSISCHER HEIMATSCHUTZ —
MITTEILUNGEN BAND XIV, HEFT 3-4 ***

Updated editions will replace the previous one—the old editions


will be renamed.

Creating the works from print editions not protected by U.S.


copyright law means that no one owns a United States copyright
in these works, so the Foundation (and you!) can copy and
distribute it in the United States without permission and without
paying copyright royalties. Special rules, set forth in the General
Terms of Use part of this license, apply to copying and
distributing Project Gutenberg™ electronic works to protect the
PROJECT GUTENBERG™ concept and trademark. Project
Gutenberg is a registered trademark, and may not be used if
you charge for an eBook, except by following the terms of the
trademark license, including paying royalties for use of the
Project Gutenberg trademark. If you do not charge anything for
copies of this eBook, complying with the trademark license is
very easy. You may use this eBook for nearly any purpose such
as creation of derivative works, reports, performances and
research. Project Gutenberg eBooks may be modified and
printed and given away—you may do practically ANYTHING in
the United States with eBooks not protected by U.S. copyright
law. Redistribution is subject to the trademark license, especially
commercial redistribution.

START: FULL LICENSE


THE FULL PROJECT GUTENBERG LICENSE
PLEASE READ THIS BEFORE YOU DISTRIBUTE OR USE THIS WORK

To protect the Project Gutenberg™ mission of promoting the


free distribution of electronic works, by using or distributing this
work (or any other work associated in any way with the phrase
“Project Gutenberg”), you agree to comply with all the terms of
the Full Project Gutenberg™ License available with this file or
online at www.gutenberg.org/license.

Section 1. General Terms of Use and


Redistributing Project Gutenberg™
electronic works
1.A. By reading or using any part of this Project Gutenberg™
electronic work, you indicate that you have read, understand,
agree to and accept all the terms of this license and intellectual
property (trademark/copyright) agreement. If you do not agree to
abide by all the terms of this agreement, you must cease using
and return or destroy all copies of Project Gutenberg™
electronic works in your possession. If you paid a fee for
obtaining a copy of or access to a Project Gutenberg™
electronic work and you do not agree to be bound by the terms
of this agreement, you may obtain a refund from the person or
entity to whom you paid the fee as set forth in paragraph 1.E.8.

1.B. “Project Gutenberg” is a registered trademark. It may only


be used on or associated in any way with an electronic work by
people who agree to be bound by the terms of this agreement.
There are a few things that you can do with most Project
Gutenberg™ electronic works even without complying with the
full terms of this agreement. See paragraph 1.C below. There
are a lot of things you can do with Project Gutenberg™
electronic works if you follow the terms of this agreement and
help preserve free future access to Project Gutenberg™
electronic works. See paragraph 1.E below.
1.C. The Project Gutenberg Literary Archive Foundation (“the
Foundation” or PGLAF), owns a compilation copyright in the
collection of Project Gutenberg™ electronic works. Nearly all the
individual works in the collection are in the public domain in the
United States. If an individual work is unprotected by copyright
law in the United States and you are located in the United
States, we do not claim a right to prevent you from copying,
distributing, performing, displaying or creating derivative works
based on the work as long as all references to Project
Gutenberg are removed. Of course, we hope that you will
support the Project Gutenberg™ mission of promoting free
access to electronic works by freely sharing Project
Gutenberg™ works in compliance with the terms of this
agreement for keeping the Project Gutenberg™ name
associated with the work. You can easily comply with the terms
of this agreement by keeping this work in the same format with
its attached full Project Gutenberg™ License when you share it
without charge with others.

1.D. The copyright laws of the place where you are located also
govern what you can do with this work. Copyright laws in most
countries are in a constant state of change. If you are outside
the United States, check the laws of your country in addition to
the terms of this agreement before downloading, copying,
displaying, performing, distributing or creating derivative works
based on this work or any other Project Gutenberg™ work. The
Foundation makes no representations concerning the copyright
status of any work in any country other than the United States.

1.E. Unless you have removed all references to Project


Gutenberg:

1.E.1. The following sentence, with active links to, or other


immediate access to, the full Project Gutenberg™ License must
appear prominently whenever any copy of a Project
Gutenberg™ work (any work on which the phrase “Project
Gutenberg” appears, or with which the phrase “Project
Gutenberg” is associated) is accessed, displayed, performed,
viewed, copied or distributed:

This eBook is for the use of anyone anywhere in the United


States and most other parts of the world at no cost and with
almost no restrictions whatsoever. You may copy it, give it
away or re-use it under the terms of the Project Gutenberg
License included with this eBook or online at
www.gutenberg.org. If you are not located in the United
States, you will have to check the laws of the country where
you are located before using this eBook.

1.E.2. If an individual Project Gutenberg™ electronic work is


derived from texts not protected by U.S. copyright law (does not
contain a notice indicating that it is posted with permission of the
copyright holder), the work can be copied and distributed to
anyone in the United States without paying any fees or charges.
If you are redistributing or providing access to a work with the
phrase “Project Gutenberg” associated with or appearing on the
work, you must comply either with the requirements of
paragraphs 1.E.1 through 1.E.7 or obtain permission for the use
of the work and the Project Gutenberg™ trademark as set forth
in paragraphs 1.E.8 or 1.E.9.

1.E.3. If an individual Project Gutenberg™ electronic work is


posted with the permission of the copyright holder, your use and
distribution must comply with both paragraphs 1.E.1 through
1.E.7 and any additional terms imposed by the copyright holder.
Additional terms will be linked to the Project Gutenberg™
License for all works posted with the permission of the copyright
holder found at the beginning of this work.

1.E.4. Do not unlink or detach or remove the full Project


Gutenberg™ License terms from this work, or any files
containing a part of this work or any other work associated with
Project Gutenberg™.
1.E.5. Do not copy, display, perform, distribute or redistribute
this electronic work, or any part of this electronic work, without
prominently displaying the sentence set forth in paragraph 1.E.1
with active links or immediate access to the full terms of the
Project Gutenberg™ License.

1.E.6. You may convert to and distribute this work in any binary,
compressed, marked up, nonproprietary or proprietary form,
including any word processing or hypertext form. However, if
you provide access to or distribute copies of a Project
Gutenberg™ work in a format other than “Plain Vanilla ASCII” or
other format used in the official version posted on the official
Project Gutenberg™ website (www.gutenberg.org), you must, at
no additional cost, fee or expense to the user, provide a copy, a
means of exporting a copy, or a means of obtaining a copy upon
request, of the work in its original “Plain Vanilla ASCII” or other
form. Any alternate format must include the full Project
Gutenberg™ License as specified in paragraph 1.E.1.

1.E.7. Do not charge a fee for access to, viewing, displaying,


performing, copying or distributing any Project Gutenberg™
works unless you comply with paragraph 1.E.8 or 1.E.9.

1.E.8. You may charge a reasonable fee for copies of or


providing access to or distributing Project Gutenberg™
electronic works provided that:

• You pay a royalty fee of 20% of the gross profits you derive from
the use of Project Gutenberg™ works calculated using the
method you already use to calculate your applicable taxes. The
fee is owed to the owner of the Project Gutenberg™ trademark,
but he has agreed to donate royalties under this paragraph to
the Project Gutenberg Literary Archive Foundation. Royalty
payments must be paid within 60 days following each date on
which you prepare (or are legally required to prepare) your
periodic tax returns. Royalty payments should be clearly marked
as such and sent to the Project Gutenberg Literary Archive
Foundation at the address specified in Section 4, “Information
about donations to the Project Gutenberg Literary Archive
Foundation.”

• You provide a full refund of any money paid by a user who


notifies you in writing (or by e-mail) within 30 days of receipt that
s/he does not agree to the terms of the full Project Gutenberg™
License. You must require such a user to return or destroy all
copies of the works possessed in a physical medium and
discontinue all use of and all access to other copies of Project
Gutenberg™ works.

• You provide, in accordance with paragraph 1.F.3, a full refund of


any money paid for a work or a replacement copy, if a defect in
the electronic work is discovered and reported to you within 90
days of receipt of the work.

• You comply with all other terms of this agreement for free
distribution of Project Gutenberg™ works.

1.E.9. If you wish to charge a fee or distribute a Project


Gutenberg™ electronic work or group of works on different
terms than are set forth in this agreement, you must obtain
permission in writing from the Project Gutenberg Literary
Archive Foundation, the manager of the Project Gutenberg™
trademark. Contact the Foundation as set forth in Section 3
below.

1.F.

1.F.1. Project Gutenberg volunteers and employees expend


considerable effort to identify, do copyright research on,
transcribe and proofread works not protected by U.S. copyright
law in creating the Project Gutenberg™ collection. Despite
these efforts, Project Gutenberg™ electronic works, and the
medium on which they may be stored, may contain “Defects,”
such as, but not limited to, incomplete, inaccurate or corrupt
data, transcription errors, a copyright or other intellectual
property infringement, a defective or damaged disk or other
medium, a computer virus, or computer codes that damage or
cannot be read by your equipment.

1.F.2. LIMITED WARRANTY, DISCLAIMER OF DAMAGES -


Except for the “Right of Replacement or Refund” described in
paragraph 1.F.3, the Project Gutenberg Literary Archive
Foundation, the owner of the Project Gutenberg™ trademark,
and any other party distributing a Project Gutenberg™ electronic
work under this agreement, disclaim all liability to you for
damages, costs and expenses, including legal fees. YOU
AGREE THAT YOU HAVE NO REMEDIES FOR NEGLIGENCE,
STRICT LIABILITY, BREACH OF WARRANTY OR BREACH
OF CONTRACT EXCEPT THOSE PROVIDED IN PARAGRAPH
1.F.3. YOU AGREE THAT THE FOUNDATION, THE
TRADEMARK OWNER, AND ANY DISTRIBUTOR UNDER
THIS AGREEMENT WILL NOT BE LIABLE TO YOU FOR
ACTUAL, DIRECT, INDIRECT, CONSEQUENTIAL, PUNITIVE
OR INCIDENTAL DAMAGES EVEN IF YOU GIVE NOTICE OF
THE POSSIBILITY OF SUCH DAMAGE.

1.F.3. LIMITED RIGHT OF REPLACEMENT OR REFUND - If


you discover a defect in this electronic work within 90 days of
receiving it, you can receive a refund of the money (if any) you
paid for it by sending a written explanation to the person you
received the work from. If you received the work on a physical
medium, you must return the medium with your written
explanation. The person or entity that provided you with the
defective work may elect to provide a replacement copy in lieu
of a refund. If you received the work electronically, the person or
entity providing it to you may choose to give you a second
opportunity to receive the work electronically in lieu of a refund.
If the second copy is also defective, you may demand a refund
in writing without further opportunities to fix the problem.

1.F.4. Except for the limited right of replacement or refund set


forth in paragraph 1.F.3, this work is provided to you ‘AS-IS’,
WITH NO OTHER WARRANTIES OF ANY KIND, EXPRESS
OR IMPLIED, INCLUDING BUT NOT LIMITED TO
WARRANTIES OF MERCHANTABILITY OR FITNESS FOR
ANY PURPOSE.

1.F.5. Some states do not allow disclaimers of certain implied


warranties or the exclusion or limitation of certain types of
damages. If any disclaimer or limitation set forth in this
agreement violates the law of the state applicable to this
agreement, the agreement shall be interpreted to make the
maximum disclaimer or limitation permitted by the applicable
state law. The invalidity or unenforceability of any provision of
this agreement shall not void the remaining provisions.

1.F.6. INDEMNITY - You agree to indemnify and hold the


Foundation, the trademark owner, any agent or employee of the
Foundation, anyone providing copies of Project Gutenberg™
electronic works in accordance with this agreement, and any
volunteers associated with the production, promotion and
distribution of Project Gutenberg™ electronic works, harmless
from all liability, costs and expenses, including legal fees, that
arise directly or indirectly from any of the following which you do
or cause to occur: (a) distribution of this or any Project
Gutenberg™ work, (b) alteration, modification, or additions or
deletions to any Project Gutenberg™ work, and (c) any Defect
you cause.

Section 2. Information about the Mission of


Project Gutenberg™
Project Gutenberg™ is synonymous with the free distribution of
electronic works in formats readable by the widest variety of
computers including obsolete, old, middle-aged and new
computers. It exists because of the efforts of hundreds of
volunteers and donations from people in all walks of life.

Volunteers and financial support to provide volunteers with the


assistance they need are critical to reaching Project
Gutenberg™’s goals and ensuring that the Project Gutenberg™
collection will remain freely available for generations to come. In
2001, the Project Gutenberg Literary Archive Foundation was
created to provide a secure and permanent future for Project
Gutenberg™ and future generations. To learn more about the
Project Gutenberg Literary Archive Foundation and how your
efforts and donations can help, see Sections 3 and 4 and the
Foundation information page at www.gutenberg.org.

Section 3. Information about the Project


Gutenberg Literary Archive Foundation
The Project Gutenberg Literary Archive Foundation is a non-
profit 501(c)(3) educational corporation organized under the
laws of the state of Mississippi and granted tax exempt status by
the Internal Revenue Service. The Foundation’s EIN or federal
tax identification number is 64-6221541. Contributions to the
Project Gutenberg Literary Archive Foundation are tax
deductible to the full extent permitted by U.S. federal laws and
your state’s laws.

The Foundation’s business office is located at 809 North 1500


West, Salt Lake City, UT 84116, (801) 596-1887. Email contact
links and up to date contact information can be found at the
Foundation’s website and official page at
www.gutenberg.org/contact

Section 4. Information about Donations to


the Project Gutenberg Literary Archive
Foundation
Project Gutenberg™ depends upon and cannot survive without
widespread public support and donations to carry out its mission
of increasing the number of public domain and licensed works
that can be freely distributed in machine-readable form
accessible by the widest array of equipment including outdated
equipment. Many small donations ($1 to $5,000) are particularly
important to maintaining tax exempt status with the IRS.

The Foundation is committed to complying with the laws


regulating charities and charitable donations in all 50 states of
the United States. Compliance requirements are not uniform
and it takes a considerable effort, much paperwork and many
fees to meet and keep up with these requirements. We do not
solicit donations in locations where we have not received written
confirmation of compliance. To SEND DONATIONS or
determine the status of compliance for any particular state visit
www.gutenberg.org/donate.

While we cannot and do not solicit contributions from states


where we have not met the solicitation requirements, we know
of no prohibition against accepting unsolicited donations from
donors in such states who approach us with offers to donate.

International donations are gratefully accepted, but we cannot


make any statements concerning tax treatment of donations
received from outside the United States. U.S. laws alone swamp
our small staff.

Please check the Project Gutenberg web pages for current


donation methods and addresses. Donations are accepted in a
number of other ways including checks, online payments and
credit card donations. To donate, please visit:
www.gutenberg.org/donate.

Section 5. General Information About Project


Gutenberg™ electronic works
Professor Michael S. Hart was the originator of the Project
Gutenberg™ concept of a library of electronic works that could
be freely shared with anyone. For forty years, he produced and
distributed Project Gutenberg™ eBooks with only a loose
network of volunteer support.

Project Gutenberg™ eBooks are often created from several


printed editions, all of which are confirmed as not protected by
copyright in the U.S. unless a copyright notice is included. Thus,
we do not necessarily keep eBooks in compliance with any
particular paper edition.

Most people start at our website which has the main PG search
facility: www.gutenberg.org.

This website includes information about Project Gutenberg™,


including how to make donations to the Project Gutenberg
Literary Archive Foundation, how to help produce our new
eBooks, and how to subscribe to our email newsletter to hear
about new eBooks.
Welcome to our website – the ideal destination for book lovers and
knowledge seekers. With a mission to inspire endlessly, we offer a
vast collection of books, ranging from classic literary works to
specialized publications, self-development books, and children's
literature. Each book is a new journey of discovery, expanding
knowledge and enriching the soul of the reade

Our website is not just a platform for buying books, but a bridge
connecting readers to the timeless values of culture and wisdom. With
an elegant, user-friendly interface and an intelligent search system,
we are committed to providing a quick and convenient shopping
experience. Additionally, our special promotions and home delivery
services ensure that you save time and fully enjoy the joy of reading.

Let us accompany you on the journey of exploring knowledge and


personal growth!

textbookfull.com

You might also like