RepRap (a contraction of replicating rapid prototyper) is a project to develop a low-cost 3D printer that can print most of its own components. As an open design, all of the designs produced by the project are released under a free software license, the GNU General Public License.
Due to the ability of the machine to make some of its own parts, authors envisioned the possibility of cheap RepRap units, enabling the manufacture of complex products without the need for extensive industrial infrastructure. They intended for the RepRap to demonstrate evolution in this process as well as for it to increase in number exponentially. A preliminary study claimed that using RepRaps to print common products results in economic savings.
The RepRap project started in England in 2005 as a University of Bath initiative, but it is now made up of hundreds of collaborators worldwide.
RepRap was founded in 2005 by Dr Adrian Bowyer, a Senior Lecturer in mechanical engineering at the University of Bath in England. Funding was obtained from the Engineering and Physical Sciences Research Council.
On 13 September 2006, the RepRap 0.2 prototype printed the first part identical to its own, which was then substituted for the original part created by a commercial 3D printer. On 9 February 2008, RepRap 1.0 "Darwin" made at least one instance of over half its rapid-prototyped parts. On 14 April 2008, RepRap made an end-user item: a clamp to hold an iPod to the dashboard of a Ford Fiesta car. By September that year, at least 100 copies had been produced in various countries. On 29 May 2008, Darwin achieved self replication by making a complete copy of all its rapid-prototyped parts (which represent 48% of all the parts, excluding fasteners). A couple hours later the "child" machine had made its first part: a timing-belt tensioner.
In April 2009, electronic circuit boards were produced automatically with a RepRap, using an automated control system and a swappable head system capable of printing both plastic and conductive solder.
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1ère année: bases nécessaires à la représentation informatique 2D (3D).
Passage d'un à plusieurs logiciels: compétence de choisir les outils adéquats en 2D et en 3D.
Mise en relation des outils de CAO
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