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Vending Machine Control System Design

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0% found this document useful (0 votes)
11 views4 pages

Vending Machine Control System Design

Uploaded by

prof.mly786
Copyright
© All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd

COMPLEX ENGINEERING PROBLEM - CEP

DIGITAL LOGIC DESIGNS – DLD


REPORT

SUBMITTED BY:
USMAN KHALID
SAAD JAVED MALIK

BEE - 60 A

DEPARTMRNT OF ELECTRICAL ENGINEERING


MILITARY COLLEGE OF SIGNALS
NATIONAL UNIVERSITY OF SCIENCES AND TECHNOLOGY

SUBMITTED TO:
LT. COL DR YASIR AWAIS BUTT
DATED
01 JAN 2025
COMPLEX ENGINEERING AND DESIGN PROBLEM – REPORT

DIGITAL LOGIC DESING – DLD

Design Problem Description:

Design a state machine-based control system for an advanced vending machine using JK Flip-Flops. The
vending machine accepts two types of coins: $0.25 (quarter) and $1.00 (dollar bill). The machine
dispenses a snack item costing $1.25. It must keep track of the total amount inserted and appropriately
dispense the item or return change based on the inserted amount.

Design Requirements

1. Inputs:
o Q: Signal representing a quarter ($0.25) is inserted (logic 1 when true).
o D: Signal representing a dollar bill ($1.00) is inserted (logic 1 when true).
o Cancel: Signal to cancel the transaction and return inserted money.
o Reset: Resets the machine to the initial state.
2. Outputs:
o Dispense: Dispenses the snack (logic 1 when dispensing).
o Change: Dispenses change (logic 1 when returning change).
o Refund: Returns the total inserted amount if Cancel is activated.
3. Design Constraints:
o Implement the state machine using JK Flip-Flops only.
o Optimize the flip-flop inputs using Karnaugh maps (K-maps) for minimal logic.
o Use a clock signal to synchronize state transitions.
o Include a Reset input to bring the system back to the initial state (S0).
4. Deliverables:
o State Diagram: Clearly illustrate the states and transitions.
o State Table: List the present states, inputs, next states, and outputs.
o Flip-Flop Input Equations: Derive the J and K inputs for each flip-flop.
o Logic Diagram: A circuit diagram implementing the state machine.
o Timing Diagram: Show typical input/output waveforms to demonstrate the system’s
behaviour.

Design Explanation:

The designed vending machine consists of 6 possible states:

1. S0  000
2. S1  001
3. S2  010
4. S3  011
5. S4  100
6. S5  101

The remaining states are don’t care conditions for the state machine. The machine accepts three inputs from
the user:

1. $1 bill with the input named “D”


2. $0.25 with the input named “Q”
3. The cancel input named “F” to cancel the input and wants his/her inserted money returned.

Three JK flip flops are used to construct the machine. Upon the inputs given by the user, the machine gives
and output or returns the inserted money.
The inserted money by the user can be returned in 4 possible ways:

1. 1Q  $0.25
2. 2Q  $0.50
3. 3Q  $0.75
4. 1D  $1.00

State Table:
PRESENT STATES INPUTS NEXT STATES JK FLIP FLOP INPUTS RETURN
DECIMAL OUTPUT
A B C D Q CANCEL A B C Ja Ka Jb Kb Jc Kc D Q 2Q 3Q
0 0 0 0 0 0 0 0 0 0 0 X 0 X 0 X 0 0 0 0 0
1 0 0 0 0 0 1 0 0 0 0 X 0 X 0 X 0 0 0 0 0
2 0 0 0 0 1 0 0 0 1 0 X 0 X 1 X 0 0 0 0 0
3 0 0 0 0 1 1 0 0 0 0 X 0 X 0 X 0 0 1 0 0
5 0 0 0 1 0 0 1 0 0 1 X 0 X 0 X 0 0 0 0 0
5 0 0 0 1 0 1 0 0 0 0 X 0 X 0 X 0 1 0 0 0
6 0 0 0 1 1 0 0 0 0 0 X 0 X 0 X 1 0 0 0 0
7 0 0 0 1 1 1 0 0 0 0 X 0 X 0 X 0 1 1 0 0
8 0 0 1 0 0 0 0 0 1 0 X 0 X X 0 0 0 0 0 0
9 0 0 1 0 0 1 0 0 0 0 X 0 X X 1 0 0 1 0 0
10 0 0 1 0 1 0 0 1 0 0 X 1 X X 1 0 0 0 0 0
11 0 0 1 0 1 1 0 0 0 0 X 0 X X 1 0 0 0 1 0
12 0 0 1 1 0 0 0 0 0 0 X 0 X X 1 1 0 0 0 0
13 0 0 1 1 0 1 0 0 0 0 X 0 X X 1 0 1 1 0 0
14 0 0 1 1 1 0 0 0 0 0 X 0 X X 1 1 0 1 0 0
15 0 0 1 1 1 1 0 0 0 0 X 0 X X 1 0 1 0 1 0
16 0 1 0 0 0 0 0 1 0 0 X X 0 0 X 0 0 0 0 0
17 0 1 0 0 0 1 0 0 0 0 X X 1 0 X 0 0 0 1 0
18 0 1 0 0 1 0 0 1 1 0 X X 0 1 X 0 0 0 0 0
19 0 1 0 0 1 1 0 0 0 0 X X 1 0 X 0 0 0 0 1
20 0 1 0 1 0 0 0 0 0 0 X X 1 0 X 1 0 1 0 0
21 0 1 0 1 0 1 0 0 0 0 X X 1 0 X 0 1 0 1 0
22 0 1 0 1 1 0 0 0 0 0 X X 1 0 X 1 0 0 1 0
23 0 1 0 1 1 1 0 0 0 0 X X 1 0 X 0 1 0 0 1
24 0 1 1 0 0 0 0 1 1 0 X X 0 X 0 0 0 0 0 0
25 0 1 1 0 0 1 0 0 0 0 X X 1 X 1 0 0 0 0 1
26 0 1 1 0 1 0 1 0 0 1 X X 1 X 1 0 0 0 0 0
27 0 1 1 0 1 1 0 0 0 0 X X 1 X 1 0 1 0 0 0
28 0 1 1 1 0 0 0 0 0 0 X X 1 X 1 1 0 0 1 0
29 0 1 1 1 0 1 0 0 0 0 X X 1 X 1 0 1 0 0 1
30 0 1 1 1 1 0 0 0 0 0 X X 1 X 1 1 0 0 0 1
31 0 1 1 1 1 1 0 0 0 0 X X 1 X 1 0 1 1 0 1
32 1 0 0 0 0 0 1 0 0 X 0 0 X 0 X 0 0 0 0 0
33 1 0 0 0 0 1 0 0 0 X 1 0 X 0 X 0 1 0 0 0
34 1 0 0 0 1 0 0 0 0 X 1 0 X 0 X 1 0 0 0 0
35 1 0 0 0 1 1 0 0 0 X 1 0 X 0 X 0 1 1 0 0
36 1 0 0 1 0 0 0 0 0 X 1 0 X 0 X 1 0 0 0 1
37 1 0 0 1 0 1 0 0 0 X 1 0 X 0 X 0 1 1 0 1
38 1 0 0 1 1 0 0 0 0 X 1 0 X 0 X 1 1 0 0 0
39 1 0 0 1 1 1 0 0 0 X 1 0 X 0 X 0 1 0 1 1
40 1 0 1 0 0 0 0 0 0 X 1 0 X X 0 1 0 0 0 0
41 1 0 1 0 0 1 0 0 0 X 1 0 X X 0 0 1 1 0 0
42 1 0 1 0 1 0 0 0 0 X 1 0 X X 0 1 0 1 0 0
43 1 0 1 0 1 1 0 0 0 X 1 0 X X 0 0 1 0 1 0
44 1 0 1 1 0 0 0 0 0 X 1 0 X X 0 1 1 0 0 0
45 1 0 1 1 0 1 0 0 0 X 1 0 X X 0 0 1 0 1 1
46 1 0 1 1 1 0 0 0 0 X 1 0 X X 0 1 1 1 0 0
47 1 0 1 1 1 1 0 0 0 X 1 0 X X 0 0 1 1 1 1

State Diagram:
Logic Diagram:

D
1
U5

NOT
E
1
U4
U1
NOT
F
U3
1 AND_5

U6 U2
OR

NOT
AND_5

U7

A
OR_4
J Q

CLK

K Q
JKFF

U8

AND_5

U9
B
J Q
U10
CLK
OR_3
K Q
JKFF
AND

U11

U13
AND_5

U12
OR

AND_4
C
U14 J Q

CLK

K Q
AND JKFF

U15 U17

AND OR_3

U16

AND

U18

AND_3

U19 U24

AND_3 OR_3

U20

U26
AND_3
0
U21
OR

AND_3

U22 U25

AND_3 OR_3

U23

AND_3

U27

AND_4

U28

AND_4

U29 U37

AND_5 OR_5

U30

AND_5

U31

U39
AND_5

1
U32
OR

AND_5

U33

AND_5

U34 U38

AND_5 OR_5

U35

AND_5

U36

AND_5

U40

AND_4
U41 U46

AND_4 OR_3
U42

U48
AND_4
0
U43
OR

AND_4

U44 U47

AND_5 OR_3

U45

AND_5

U49

AND_3

U50

AND_4

U51 U54

0
AND_4 OR_5

U52

AND_4

U53

AND_4

U55

AND

U56

AND

U57 U60

1
AND_3 OR_5

U58

AND_3

U59

AND_4

JK Flip Flop Inputs:

1. Ja = 𝐵𝐶̅ 𝐷𝑄 𝐹 + 𝐵𝐶𝐷 𝑄𝐹
2. Ka = 𝐹 + 𝑄 + 𝐷 + 𝐶
3. Jb = 𝐴̅𝐶𝐷𝑄𝐹
4. Kb = 𝐹 + 𝐷 + 𝐶𝑄
5. Jc = 𝐵𝐷 𝑄 𝐹 + 𝐴̅𝐵 𝐷𝑄𝐹
6. Kc = 𝐴̅𝐹 + 𝐴̅𝐸 + 𝐴̅𝐷

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