Raspberry Pi Projects - Andrew Robinson - E-Book

Raspberry Pi Projects E-Book

Andrew Robinson

0,0
13,99 €

oder
-100%
Sammeln Sie Punkte in unserem Gutscheinprogramm und kaufen Sie E-Books und Hörbücher mit bis zu 100% Rabatt.

Mehr erfahren.
Beschreibung

Learn to build software and hardware projects featuring the Raspberry Pi!

Congratulations on becoming a proud owner of a Raspberry Pi! Following primers on getting your Pi up and running and programming with Python, the authors walk you through 16 fun projects of increasing sophistication that let you develop your Raspberry Pi skills. Among other things you will:

  • Write simple programs, including a tic-tac-toe game
  • Re-create vintage games similar to Pong and Pac-Man
  • Construct a networked alarm system with door sensors and webcams
  • Build Pi-controlled gadgets including a slot car racetrack and a door lock
  • Create a reaction timer and an electronic harmonograph
  • Construct a Facebook-enabled Etch A Sketch-type gadget and a Twittering toy

Raspberry Pi Projects is an excellent way to dig deeper into the capabilities of the Pi and to have great fun while doing it.

Sie lesen das E-Book in den Legimi-Apps auf:

Android
iOS
von Legimi
zertifizierten E-Readern

Seitenzahl: 605

Veröffentlichungsjahr: 2014

Bewertungen
0,0
0
0
0
0
0
Mehr Informationen
Mehr Informationen
Legimi prüft nicht, ob Rezensionen von Nutzern stammen, die den betreffenden Titel tatsächlich gekauft oder gelesen/gehört haben. Wir entfernen aber gefälschte Rezensionen.



Table of Contents

Cover

Title

Copyright

Dedication

Publisher’s Acknowledgements

About the Authors

Introduction

A History of Making

Consumer Computing

Why Everyone Should Learn About Computing

Enter the Raspberry Pi

About This Book

How to Use This Book

The Future

Part I: Getting Started with the Raspberry Pi

Chapter 1: Getting Your Raspberry Pi Up and Running

The Operating System

Connecting Your Raspberry Pi

The Boot Process

Starting the Graphical Desktop

Starting a Terminal under X

Troubleshooting

Let the Fun Begin!

Chapter 2: Introductory Software Project: The Insult Generator

Running Your First Python Program

Saving Your Program

Generating an Insult

Insult Your Friends by Name!

Create a Stream of Insults!

Putting It All Together

Part II: Software Projects

Chapter 3: Tic-Tac-Toe

Errors

Making a Start

A Two-Player Game

Getting the Computer to Play

Over to You

Chapter 4: Here’s the News

Early Teleprompters

The Pi Prompter

What You Need to Do

A Step Closer to a Usable Program

Your Final Pi Prompter Code

The Physical Setup for Your Prompter

Over to You

Chapter 5: Ping

Early Commercial Products

The Ping Game

Improving the Ping Game

A Single-Player Game

A Two-Player Game

Over to You

Chapter 6: Pie Man

The Pie Man Game

Gather Your Resources

Setting the Stage

The Game Action

Drawing the Screen

The Final Function

Over to You

Chapter 7: Minecraft Maze Maker

Installing Minecraft

Starting Minecraft

Playing Minecraft

Preparing for Python

Using the Minecraft Module

Over to You

Part III: Hardware Projects

Chapter 8: Colour Snap

Implementing the Game

The Software for Testing the Game

The Software for the Game

Over to You

Chapter 9: Test Your Reactions

Welcome to the Embedded World!

Obtaining Components

Setting up PiFace Digital

Connecting PiFace Digital

Using the Emulator

Interfacing with Python

The Reaction Timer

What Will You Interface?

Chapter 10: The Twittering Toy

Hacking the Toy

Making It Talk

Making It Move

Connecting to Twitter

Putting It All Together

Wrapping Up

Chapter 11: Disco Lights

Defining Your Sequence

Getting the Code to Do More

A Small Detour into Theory

Designing the Sequencer

Implementing the Sequencer

The Lights

Using Longer Strip Lights

Making the Lights Move

Designing the Circuit

Building the Circuit

Running the Circuit

Over to You

Chapter 12: Door Lock

The System Overview

Safety-Critical Systems

The Door Lock Hardware

The Initial High-Level Software Simulation

The Output Block

The Input Block

The Authentication Block

Unlocking Doors Without Touching

Testing the Program and Fitting the Lock

Networking Multiple Doors

Over to You

The Art of Programming

Chapter 13: Home Automation

The Internet Of Things

Project 1: How to Create a Motion Sensor and Door Switch

Project 2: How to Monitor Your Home with a Webcam

Project 3: How to Make a Temperature Gauge

Project 4: How to Send an E-mail Alert

Project 5: How to Send an E-mail Using a Wireless Remote

Over to You

Chapter 14: Computer-Controlled Slot Car Racing

Obtaining a Slot Car Racer

Hacking Your Slot Car Racer

Getting the Player Input

The Software

The Game

Over to You

Chapter 15: Facebook-Enabled Roto-Sketch

The Concept

Rotary Encoder Types

The Encoder Output

Posting to Facebook

The Final Roto-Sketch Program

Creating a Symmetrical Pattern

Over to You

Chapter 16: The Pendulum Pi, a Harmonograph

The Concept

The Hall Effect

Enter the Arduino

Putting It Together

Programming the Arduino

Programming the Pi

Using the Pendulum Pi

Over to You

Chapter 17: The Techno–Bird Box, a Wildlife Monitor

Building Invisible Light Beam Sensors

Mounting the Sensors

Recording Activity to a File

Processing the Data

Dealing with Sensor Noise

Drawing a Graph

Putting the Nest Box into Service

Over to You

The Possibilities Are Endless

End User License Agreement

List of Tables

Chapter 6: Pie Man

Table 6-1 Sounds Required

Chapter 7: Minecraft Maze Maker

Table 7-1 Materials in Minecraft: Pi Edition

Chapter 13: Home Automation

Table 13-1 What You Will Need

Table 13-2 What You Will Need

Table 13-3 Nano Editing Commands

Table 13-4 Motion Configuration Changes

Table 13-5 What You Will Need

Table 13-6 What You Will Need

Chapter 16: The Pendulum Pi, a Harmonograph

Table 16-1 Length of Pendulum for Various Harmonics

Table 16-2 Keyboard Functions

Chapter 17: The Techno–Bird Box, a Wildlife Monitor

Table 17-1 Date-Formatting Codes

List of Illustrations

Chapter 1: Getting Your Raspberry Pi Up and Running

Figure 1-1: The Win32DiskImager window.

Figure 1-2: The Raspberry Pi, the size of a credit card and a miniature marvel of engineering.

Figure 1-3: Inserting the USB keyboard.

Figure 1-4: Inserting the USB mouse.

Figure 1-5: HDMI connection on the Raspberry Pi.

Figure 1-6: HDMI-DVI adapter.

Figure 1-7: HDMI-VGA adapter, Pi-View.

Figure 1-8: Phono connector for composite video.

Figure 1-9: Network connection.

Figure 1-10: Insert the SD card carefully.

Figure 1-11: Take care not to snap off the plastic that keeps the SD card from falling out.

Figure 1-12: Insert a micro USB for power.

Chapter 2: Introductory Software Project: The Insult Generator

Figure 2-1: Starting IDLE.

Figure 2-2: Python says “Hello World”.

Figure 2-3: Creating a new file.

Figure 2-4: Python prompts, “Source Must Be Saved”.

Figure 2-5: The Save As dialogue box in IDLE.

Figure 2-6: IDLE running Python code from a file.

Figure 2-7: Functions are little machines that process inputs to produce an output.

Figure 2.8: Autocomplete of the

print

function in IDLE.

Chapter 3: Tic-Tac-Toe

Figure 3-1: The relationship of the board to the list.

Figure 3-2: A flow diagram of move choice.

Chapter 4: Here’s the News

Figure 4-1: The Pi Prompter.

Figure 4-2: Pygame’s graphic memory model.

Figure 4-3: Scrolling part 1 – the offset value controlling the position of the lines.

Figure 4-4: Scrolling part 2 – how the lines scroll.

Figure 4-5: The first stage in building the autocue.

Figure 4-6: The finished autocue.

Figure 4-7: The autocue in action.

Figure 4-8: A closeup of the autocue, showing double reflections.

Chapter 5: Ping

Figure 5-1: The screen display of the Ping game.

Figure 5-2: The movement angle defined by the two values ∆X and ∆Y.

Figure 5-3: The reflection from a vertical surface by negating ∆X.

Figure 5-4: Calculating limits for a collision.

Figure 5-5: Snapping the ball to the colliding object.

Figure 5-6: Measurements for the bat and ball.

Figure 5-7: The collision geometry of the bat and ball.

Chapter 6: Pie Man

Figure 6-1: The finished Pie Man game.

Figure 6-2: The two basic Pie Man sprites.

Figure 6-3: All the Pie Man sprites.

Figure 6-4: All the ghosts.

Figure 6-5: The ghost dying sequence.

Figure 6-6: Screen drawing planes.

Figure 6-7: Detecting a wall.

Figure 6-8: Detecting a pill.

Chapter 7: Minecraft Maze Maker

Figure 7-1: Minecraft on the Pi.

Figure 7-2: The starter grid.

Figure 7-3: Your grid in Minecraft.

Figure 7-4: Finding your way around the maze.

Chapter 8: Colour Snap

Figure 8-1: The voltage against current relationship for an LED.

Figure 8-2: How to use an LED.

Figure 8-3: Voltage drop against current for an LED and resistor circuit.

Figure 8-4: The schematic for the colour snap game.

Figure 8-5: Circuit layout using through-hole components.

Figure 8-6: Cutting out some of the copper on a strip board to make the LED fit.

Figure 8-7: Circuit layout using surface mount components.

Figure 8-8: A photograph of the surface mount circuit layout.

Figure 8-9: How to put your box together.

Figure 8-10: The half ball ready to be glued into the supporting base.

Figure 8-11: The ball and supporting base resting on the underside of the box’s lid.

Figure 8-12: The box with its lid off.

Figure 8-13: The wire connections to the PiFace board.

Figure 8-14: The finished box for the game.

Figure 8-15: This top byte shows the output to PiFace.

Chapter 9: Test Your Reactions

Figure 9.1: Example SPI transaction: The microprocessor sends data 11011101, and the device sends 11110011.

Figure 9-2: The PiFace Emulator.

Figure 9-3: Enable the Keep Inputs Updated check box to show the status of inputs.

Figure 9-4: The status of inputs are shown in the emulator.

Figure 9-5: PiFace Digital’s connectors.

Figure 9.6: Electricity needs a complete circuit to flow and do work.

Figure 9-7: How to wire up an open-collector output.

Figure 9-8: Wiring up the LED and switch to the Raspberry Pi.

Figure 9.9: Twisting wires.

Figure 9.10: Screwing terminals.

Figure 9.11: Using a breadboard.

Figure 9.12: Soldering.

Figure 9-13: Wiring up a switch.

Chapter 10: The Twittering Toy

Figure 10-1: A naked chicken – the mechanism that makes the toy move.

Figure 10-2: Removing the case of the movement mechanism.

Figure 10-3: Add wires (shown as white in the figure) in parallel to the switch and add a knot to stop it from pulling through.

Figure 10-4: Toy post-surgery showing no ill effects. Touch the wires together to make the toy move.

Figure 10-5: Wiring the toy up to the normally open relay contacts.

Chapter 11: Disco Lights

Figure 11-1: The relationship between bits and bytes.

Figure 11-2: The sequencer application.

Figure 11-3: PiFace jumpers.

Figure 11-4: Where to cut the LED strip.

Figure 11-5: Wiring the LED strip to the PiFace board.

Figure 11-6: A non-inverting amplifier.

Figure 11-7: The schematic of the beat driver.

Figure 11-8: The physical layout of the beat driver circuit.

Chapter 12: Door Lock

Figure 12-1: The system diagram of the door lock.

Figure 12-2: An electromechanical keeper door lock.

Figure 12-3: The door lock circuit diagram for an electromagnetic lock.

Figure 12-4: The door lock circuit diagram for an electromechanical keeper.

Figure 12-5: An RFID reader and tags.

Chapter 13: Home Automation

Figure 13-1: A door switch.

Figure 13-2: A motion sensor.

Figure 13-3: A circuit showing a pull-up resistor.

Figure 13-4: A circuit showing a pull-down resistor.

Figure 13-5: A circuit diagram for the door switch and motion sensor connected to two GPIO pins on the Raspberry Pi.

Figure 13-6: The breadboard layout of the reed switch and motion sensor connected to the Raspberry Pi.

Figure 13-7: The configuration file for Motion.

Figure 13-8: A wiring diagram for a DS18B20 temperature sensor connected to a Raspberry Pi.

Figure 13-9: A breadboard diagram for a DS18B20 temperature sensor connected to a Raspberry Pi.

Figure 13-10: The temperature shown in the

w1_slave

file that was created by Modprobe.

Figure 13-11: A wireless remote kit.

Figure 13-12: A circuit diagram for the wireless receiver connected to a Raspberry Pi.

Figure 13-13: A breadboard layout for the wireless receiver connected to a Raspberry Pi.

Chapter 14: Computer-Controlled Slot Car Racing

Figure 14-1: Hacking into your slot car racing game.

Figure 14-2: Hacking into your slot car racing game if you can’t cut just a single wire.

Figure 14-3: A schematic of the joystick button controller.

Figure 14-4: The track side of the joystick button controller board.

Figure 14-5: The joystick button controller components for antiparallel LED.

Figure 14-6: The joystick button controller components for parallel LED.

Figure 14-7: A photograph of the joystick button controller components for antiparallel LED.

Figure 14-8: The joystick button box masked up before painting.

Figure 14-9: A side view of the joystick button controller button switches.

Figure 14-10: The joystick button controller slot for connecting ribbon cable.

Figure 14-11: The joystick button controller aligned under the central hole.

Figure 14-12: The complete joystick button controller.

Figure 14-13: The game in progress.

Chapter 15: Facebook-Enabled Roto-Sketch

Figure 15-1: The logic output of a rotary encoder.

Figure 15-2: The logic sequence of the rotary encoder.

Figure 15-3: The two types of detents for rotary encoders.

Figure 15-4: The schematic for the roto-sketch control box.

Figure 15-5: The wiring for the roto-sketch control box.

Figure 15-6: The finished roto-sketch control box!

Figure 15-7: Some of the pattern effects you can achieve.

Figure 15-8: Some drawings with four-fold symmetry.

Chapter 16: The Pendulum Pi, a Harmonograph

Figure 16-1: A harmonograph pattern from the Pendulum Pi.

Figure 16-2: How the Hall effect works.

Figure 16-3: The Hall effect sensors in the AS5040.

Figure 16-4: The front view of the pendulum frame.

Figure 16-5: The top view of the pendulum frame.

Figure 16-6: The notch needed on one side of each angled channel.

Figure 16-7: The base frame.

Figure 16-8: The whole pendulum assembly.

Figure 16-9: Fixing the pendulum to the threaded rod and channel.

Figure 16-10: The pendulum sections.

Figure 16-11: A schematic of one sensor board.

Figure 16-12: The mounted sensor board showing the chip.

Figure 16-13: The mounting of a sensor board.

Figure 16-14: A schematic of the sensor modules’ interconnections.

Figure 16-15: The Arduino mounted on top of the frame.

Figure 16-16: The complete system wired up.

Figure 16-17: The timing diagram for the AS5040 interface.

Figure 16-18: Splitting up the data to tag each byte.

Figure 16-19: Generating a displacement from an angle.

Figure 16-20: Some of the patterns generated with this project.

Chapter 17: The Techno–Bird Box, a Wildlife Monitor

Figure 17-1: Bird activity shown against temperature.

Figure 17-2: IR SFH484-2 IR LED emitter wiring.

Figure 17-3: Identifying the emitter (left) and collector (right) legs of the QSE113 phototransistor.

Figure 17-4: IR phototransistor detector wiring.

Figure 17-5: Cutting plans for plywood sheets.

Figure 17-6: A closeup of the IR LED emitter and phototransistor receiver in the slot near the hole for the nest entrance.

Figure 17-7: A state diagram for birds entering, leaving and bobbing their heads.

Guide

Cover

Table of Contents

Begin Reading

Pages

Cover

Contents

i

ii

iii

iv

1

2

3

4

5

6

7

9

10

11

12

13

14

15

16

17

18

19

20

21

22

23

24

25

26

27

28

29

30

31

32

33

34

35

36

37

38

39

40

41

42

43

44

45

47

49

50

51

52

53

54

55

56

57

58

59

60

61

62

63

64

65

66

67

68

69

70

71

72

73

74

75

76

77

78

79

80

81

82

83

84

85

86

87

88

89

90

91

92

93

94

95

96

97

98

99

100

101

102

103

104

105

106

107

108

109

110

111

112

113

114

115

116

117

118

119

121

122

123

124

125

126

127

128

129

130

131

132

133

134

135

136

137

138

139

140

141

142

143

144

145

146

147

148

149

150

151

152

153

154

155

156

157

158

159

160

161

162

163

164

165

166

167

168

169

170

171

172

173

174

175

177

178

179

180

181

182

183

184

185

186

187

188

189

190

191

192

193

194

195

196

197

198

199

200

201

202

203

204

205

206

207

208

209

210

211

212

213

214

215

216

217

218

219

220

221

222

223

224

225

226

227

228

229

230

231

232

233

234

235

236

237

238

239

240

241

242

243

244

245

246

247

248

249

250

251

252

253

254

255

256

257

258

259

260

261

262

263

264

265

266

267

268

269

270

271

272

273

274

275

276

277

278

279

280

281

282

283

284

285

286

287

288

289

290

291

292

293

294

295

296

297

298

299

300

301

302

303

304

305

306

307

308

309

310

311

312

313

314

315

316

317

318

319

320

321

322

323

324

325

326

327

328

329

330

331

333

334

335

336

337

338

339

340

341

342

343

344

345

346

347

348

349

350

351

352

353

354

355

356

357

358

359

360

361

362

363

364

365

366

367

368

369

370

371

372

373

374

375

376

377

378

379

380

381

382

383

384

385

386

387

388

389

390

391

392

393

394

395

396

397

398

399

400

401

402

403

404

405

406

407

408

409

410

411

412

413

414

415

416

417

418

419

420

421

422

423

424

425

426

427

428

429

430

431

432

433

434

435

436

437

438

439

440

441

442

443

444

445

446

447

448

449

450

451

452

453

454

455

456

457

458

459

460

Raspberry Pi® Projects

Dr. Andrew Robinson

Mike Cook

Jonathan Evans

Sean McManus

This edition first published 2014

© 2014 John Wiley & Sons, Ltd.

Registered office

John Wiley & Sons Ltd, The Atrium, Southern Gate, Chichester, West Sussex, PO19 8SQ, United Kingdom

For details of our global editorial offices, for customer services and for information about how to apply for permission to reuse the copyright material in this book please see our website at www.wiley.com.

The right of the authors to be identified as the authors of this work has been asserted in accordance with the Copyright, Designs and Patents Act 1988.

All rights reserved. No part of this publication may be reproduced, stored in a retrieval system, or transmitted, in any form or by any means, electronic, mechanical, photocopying, recording or otherwise, except as permitted by the U.K. Copyright, Designs and Patents Act 1988, without the prior permission of the publisher.

Wiley also publishes its books in a variety of electronic formats. Some content that appears in print may not be available in electronic books.

Designations used by companies to distinguish their products are often claimed as trademarks. All brand names and product names used in this book are trade names, service marks, trademarks or registered trademarks of their respective owners. The publisher is not associated with any product or vendor mentioned in this book. This publication is designed to provide accurate and authoritative information in regard to the subject matter covered. It is sold on the understanding that the publisher is not engaged in rendering professional services. If professional advice or other expert assistance is required, the services of a competent professional should be sought.

Trademarks: Wiley and the John Wiley & Sons, Ltd. logo are trademarks or registered trademarks of John Wiley and Sons, Ltd. and/ or its affiliates in the United States and/or other countries, and may not be used without written permission. Raspberry Pi is a trademark of the Raspberry Pi Foundation. All other trademarks are the property of their respective owners. John Wiley & Sons, Ltd. is not associated with any product or vendor mentioned in the book.

A catalogue record for this book is available from the British Library.

ISBN 978-1-118-55543-9 (paperback); ISBN 978-1-118-55556-9 (ePub); ISBN 978-1-118-55553-8 (ePDF)

To the kitchen table inventors, and their long-suffering families that have to live with them.

–Andrew Robinson

To Mike Bibby, who was the first editor to give me the opportunity to write regularly about computers and hardware. His unfailing enthusiasm about all things and his inability to take anything just on trust are an example to us all. A continuing and valued friend.

–Mike Cook

Publisher’s Acknowledgements

Some of the people who helped bring this book to market include the following:

Editorial and Production

VP Consumer and Technology Publishing Director

Michelle Leete

Associate Director–Book Content Management

Martin Tribe

Associate Publisher

Chris Webb

Executive Commissioning Editor

Craig Smith

Project Editor

Dana Lesh

Copy Editors

Dana Lesh, Kathryn Duggan

Technical Editor

Genevieve Smith-Nunes

Editorial Manager

Jodi Jensen

Senior Project Editor

Sara Shlaer

Editorial Assistant

Annie Sullivan

Marketing

Associate Marketing Director

Louise Breinholt

Marketing Manager

Lorna Mein

Senior Marketing Executive

Kate Parrett

Marketing Assistant

Polly Thomas

About the Authors

Andrew Robinson is the founder of a successful embedded computing design consultancy firm based in Manchester. Passionate about education, he runs workshops and training sessions for all levels of experience, from design engineers to teachers and school children. His projects with the Raspberry Pi have appeared in the national press and on ITV, Channel 5 and BBC television. He is an Honorary Research Fellow of the University of Manchester, where previously he completed his Ph.D. in low power-embedded processors.

Andrew can trace his enthusiasm for electronics and computers back to building a working model lighthouse at the age of five.

Mike Cook, veteran technical author and electronics maker from the U.K., was born in Manchester and still lives close by. He is best known to the public for a series of over 300 articles which appeared in The Micro User,Acorn Computing and Acorn User from 1983 to 2000. These were called the “Body Building Course” and “Run the Risc” and covered the design and build of new gadgets, interfaces and peripherals for the old (vintage) BBC computer and the RISC PC. He also wrote numerous reviews, software articles and the readers’ problem page in these magazines.

Mike started work in the late sixties at an industrial electronics company in Oldham. He went on to take a degree in physical electronics at Newcastle, including a year spent working at the Admiralty Underwater Weapons establishment at Portland. His post-graduate research was in sound compression at the University of Salford. He spent over 20 years at Manchester Metropolitan University (initially Manchester Polytechnic) lecturing in physics, specialising in computer instrumentation, astronomy and image processing. Later he moved back into industry where he headed the hardware design team for the pioneering digital terrestrial set top box, and has been a development manager for security and RFID products.

He now works freelance as an embedded electronics consultant and author. His last book was The Raspberry Pi For Dummies published by Wiley.

Recently he has been designing even more things in the arena of physical computing, exhibiting at the U.K. Maker Fairs, Mini Maker Fairs and the prestigious New York World Maker fair. Mike was the recipient of a Maker of Merit Blue Ribbon at the 2013 Rome Maker Faire.

Jonathan Evans has had a life-long interest in computers and electronics. At the tender age of 10, he taught himself how to program a computer, and he quickly learned how computers and electronics could be married for a functionality to keep his siblings out of his room. He has gone on to become a distinguished IT professional with over 20 years of experience. His passion for creation and innovation combines perfectly with the Raspberry Pi phenomenon, and in his spare time he enjoys exploring projects to make the Raspberry Pi relevant to everyday life. He enjoys sharing his ideas at www.projects.privateeyepi.com where he continues to explore the endless possibilities of this computing platform.

Sean McManus writes inspiring books and articles about computing. He contributed the chapter on Minecraft to Raspberry Pi Projects, and his previous books include Raspberry Pi For Dummies (written with Mike Cook), Scratch Programming in Easy Steps,iPad for the Older and Wiser,Microsoft Office for the Older and Wiser, and Web Design in Easy Steps. Visit his website at www.sean.co.uk.

Lesen Sie weiter in der vollständigen Ausgabe!

Lesen Sie weiter in der vollständigen Ausgabe!

Lesen Sie weiter in der vollständigen Ausgabe!

Lesen Sie weiter in der vollständigen Ausgabe!

Lesen Sie weiter in der vollständigen Ausgabe!

Lesen Sie weiter in der vollständigen Ausgabe!

Lesen Sie weiter in der vollständigen Ausgabe!

Lesen Sie weiter in der vollständigen Ausgabe!

Lesen Sie weiter in der vollständigen Ausgabe!

Lesen Sie weiter in der vollständigen Ausgabe!

Lesen Sie weiter in der vollständigen Ausgabe!

Lesen Sie weiter in der vollständigen Ausgabe!

Lesen Sie weiter in der vollständigen Ausgabe!

Lesen Sie weiter in der vollständigen Ausgabe!

Lesen Sie weiter in der vollständigen Ausgabe!

Lesen Sie weiter in der vollständigen Ausgabe!

Lesen Sie weiter in der vollständigen Ausgabe!

Lesen Sie weiter in der vollständigen Ausgabe!

Lesen Sie weiter in der vollständigen Ausgabe!

Lesen Sie weiter in der vollständigen Ausgabe!

Lesen Sie weiter in der vollständigen Ausgabe!

Lesen Sie weiter in der vollständigen Ausgabe!