The art of LEGO Mindstorms NXT-G programming

The Art of LEGO MINDSTORMS NXT-G Programming teaches you how to create powerful programs using the LEGO MINDSTORMS NXT programming language, NXT-G. You'll learn how to program a basic robot to perform tasks such as line following, maze navigation, and object detection and how to combine program...

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Bibliographic Details
Main Author: Griffin, Terry, 1962- (-)
Format: eBook
Language:Inglés
Published: San Francisco, CA : No Starch Press c2010.
Edition:1st edition
Subjects:
See on Biblioteca Universitat Ramon Llull:https://discovery.url.edu/permalink/34CSUC_URL/1im36ta/alma991009627813106719
Table of Contents:
  • Brief Contents; Contents in Detail; Acknowledgments; Introduction; Who This Book is For; Prerequisites; What to Expect from This Book; How Best to Use This Book; 1: LEGO and Robots: A Great Combination; LEGO MINDSTORMS NXT; The NXT Online Community; The LEGO MINDSTORMS NXT Kit; Art and Engineering; Qualities of a Good Program; Software, Firmware, and Hardware; NXT-G; What You'll Learn from This Book; What's Next?; 2: The NXT-G Programming Environment; A Tour Through the MINDSTORMS Environment; Writing an NXT-G Program; Your First Program; Running Your Program; Your Second Program; Debugging
  • The Edit-Compile-Test CycleComments; The Configuration Panel; Conclusion; 3: The Test Robot; Right-Side Motor; Left-Side Motor; Chassis; Caster Wheel; Attach the Caster Wheel; Add the NXT; Touch Sensor Bumper; Attach the Bumper to the Chassis; Ultrasonic Sensor; Sound Sensor; Color Sensor or Light Sensor; Attach the Wires; The Final Beam; Alternate Placement for the Color Sensor; Alternate Placement for the Ultrasonic Sensor; Conclusion; 4: Motion; The NXT Motor; The Move Block; There and Back; Around the Block; The Motor Block; Brake, Coast, and the Reset Motor Block; The Reset Motor Block
  • The Record/Play BlockThe Remote Control Tool; Conclusion; 5: Sensors; Using the Sensors; The Touch Sensor; The BumperBot Program; The Sound Sensor; BumperBot with Sound; The Light and Color Sensors; The RedOrBlue Program; The Ultrasonic Sensor; Door Chime; The Rotation Sensor; The BumperBot2 Program; Conclusion; 6: Program Flow; The Sequence Beam; The Switch Block; The Loop Block; The Keep Alive Block; The Stop Block; Conclusion; 7: The WallFollower Program: Navigating a Maze; Pseudocode; Solving a Maze; Program Requirements; Assumptions; Initial Design; Following a Straight Wall
  • Turning a CornerGoing Through an Opening; Final Test; Conclusion; 8: Data Wires; What Is a Data Wire?; The GentleStop Program; Tips for Drawing Data Wires; The SoundMachine Program; Understanding Data Types; Using the Number to Text Block; Displaying the Tone Frequency; Using the Text Block; Adding Labels to the Displayed Values; Dealing with Broken Wires; Conclusion; 9: Data Wires and the Switch Block; The Switch Block's Value Option; Rewriting the GentleStop Program; Advantages of Using a Sensor Block; Passing Data into a Switch Block; Passing Data out of a Switch Block
  • Matching More than Two ValuesUsing Numbers with the NXT-G 2.0 Switch Block; Fixing the SoundMachine Program's Volume Display; Conclusion; 10: Data Wires and the Loop Block; The Loop Count; Timers; The Timer Block; A Programmable Timer, Version 1; The Compare Block; A Programmable Timer, Version 2; A Programmable Timer, Version 3; Conclusion; 11: Variables; A Place for Your Data; Managing Variables; The Variable Block; The RedOrBlueCount Program; Grouping Common Settings; Replacing Long Data Wires with Variables; The LightPointer Program; Constants; Conclusion
  • 12: The NXT Buttons and the Display Block