Screwdrivers And Nuclear Safety: The Demon Core

Harry Daghlian and Louis Slotin were two of many people who worked on the Manhattan Project. They might not be household names, but we believe they are the poster children for safety procedures. And not in a good way.

Harry Daghlian (CC-BY-SA 3.0, Arnold Dion)

Slotin assembled the core of the “Gadget” — the plutonium test device at the Trinity test in 1945. He was no stranger to working in a lab with nuclear materials. It stands to reason that if you are making something as dangerous as a nuclear bomb, it is probably hazardous work. But you probably get used to it, like some of us get used to working around high voltage or deadly chemicals.

Making nuclear material is hard and even more so back then. But the Project had made a third plutonium core — one was detonated at Trinity, the other over Nagasaki, and the final core was meant to go into a proposed second bomb that was not produced.

The cores were two hemispheres of plutonium and gallium. The gallium allowed the material to be hot-pressed into spherical shapes. Unlike the first two cores, however, the third one — one that would later earn the nickname “the demon core” — had a ring around the flat surfaces to contain nuclear flux during implosion. The spheres are not terribly dangerous unless they become supercritical, which would lead to a prompt critical event. Then, they would release large amounts of neutrons. The bombs, for example, would force the two halves together violently. You could also add more nuclear material or reflect neutrons back into the material.

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Automation For The NES

Old hardware might not be anywhere close to as powerful as modern technology, but it does have a few perks. Aesthetics can of course drive the popularity of things like retro gaming systems, but the ease of understanding the underpinnings of their inner workings is also critical. The Nintendo Entertainment System, now nearly four decades old, is a relatively simple machine by modern standards and this lends the system to plenty of modifications, like this controller that allows the system to be somewhat automated.

The original NES controller used a fairly simple shift register to send button presses to the system. The system outputted a latch signal to the controller, the shift register would take as input the current state of the buttons, and then would send them one-by-one to the system at a rate of around 1000 times per second. These signals can be sent without a controller easily enough, too. This build uses a CD4021 shift register, which is the same as the original controller, but instead of reading button states it accepts its inputs from a separate computer via a latching circuit. In this case, the separate computer is a custom design that came about through adapting cassette storage for a 6502-based computer, but it could come from anything else just as easily.

With this system in place, it’s possible to automate gameplay to some extent. Since the system can’t get feedback about the game in its current state, it requires some precise timing to get it to play the game well, and a lot of tuning needs to go into it. This isn’t just a one-off, either. Similar methods are how we get tool-assisted speedruns of games and although these are often done in emulators instead of on real hardware, they can result in some interesting exploits.

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Low Res Arduino Thermal Camera

Do you know how you see those cheap telescopes at the department store? The box has beautiful pictures that probably came from the Hubble. What you will see is somewhat different. You have to carefully look at [upir’s] Arduino thermal camera project because it intersperses pictures of what you expect an 8×8 sensor will produce with images produced by a much better camera.

The actual project — watch the video below — is undoubtedly neat. An inexpensive 8×8 IR sensor and an 8X8 LED panel join to form a crude but usable thermal camera.

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