Winning LEGO MINDSTORMS programming

Winning LEGO MINDSTORMS Programming is your ticket to successfully programming for fun and competition with LEGO MINDSTORMS and the NXT-G programming language commonly used in FIRST LEGO League events. The book is a companion title to author James Trobaugh’s acclaimed book on physical robot design,...

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Detalles Bibliográficos
Autor principal: Trobaugh, James J. (-)
Otros Autores: Lowe, Mannie
Formato: Libro electrónico
Idioma:Inglés
Publicado: New York : Apress c2012.
Edición:1st ed. 2012.
Materias:
Ver en Biblioteca Universitat Ramon Llull:https://discovery.url.edu/permalink/34CSUC_URL/1im36ta/alma991009628773906719
Tabla de Contenidos:
  • Title Page; Copyright Page; Dedication Page; Contents at a Glance; Table of Contents; About the Authors; About the Technical Reviewer; Acknowledgments; Introduction; Who This Book Is For; How This Book Is Structured; Supplementary Downloads; Chapter 1 Meeting the NXT-G Software; Flavors of NXT-G; The User Interface; Startup Panel; Program Block Palettes; Common Palette; Complete Palette; Custom Palette; Worksheet Panel; Properties Panel; Help Panel; Robot Educator; Map Panel; Controller; Toolbar; Connecting the NXT; USB; Bluetooth; Firmware; Summary; Chapter 2 Software Design Process
  • Choosing the Right ProblemDefine the Problem; Write Pseudo code; Identify Possible Solutions; Create the Code; Test the Solution; Summary; Chapter 3 Working with My Blocks; Why use My Blocks?; Starting Off Simple; Editing My Block contents; Using a My Block; My Block Properties; Single Property; Multiple Properties; Sharing Values; Managing and Sharing My Blocks; Broken Blocks; Pack and Go; Summary; Chapter 4 When Things Go Wrong; Walking the Code; Viewing Values; The NXT View menu; My Block Viewers; Alert My Block; Breaking the code down; Common Mistakes; Rotation Completion; Port Settings
  • Duration ValueEnvironment; Summary; Chapter 5 Moving Data; Data Wires; Variables; How It Works; Managing the Variables; Using the Variable Block; Scope; Constants; Defining a Constant; Custom Constant; Summary; Chapter 6 Making Smart Decisions; Switch Block; Basics; Advanced Switching; Variables; Nesting; Logic Block; Compare Block; Range Block; Summary; Chapter 7 Motors and Motion; Wheel Circumference; Programming to Go Straight; Move Block; Motor Block; Reset Motor Block; MyMove Blocks; Turning the Robot; Move Block; Motor Blocks; Calculating Turns; Single-Wheel Turn; Dual-Wheel Turn
  • Creating a Custom MyPivot BlockCreating a Custom MyTurn Block; Stall Detection; Summary; Chapter 8 Light Detection; NXT Light sensor; How It Works; Ambient Light; Reflective Light; Calibration; NXT-G Calibration Block; Local File; Viewing Calibration; Deleting Calibration; Line Following; Simple Condition; Complex Condition; Proportional; Dual Light Sensors; Line Detection; Finding the Line; Reading Colored Lines; Aligning with Lines and Edges; Summary; Chapter 9 Touching and Bumping; The Touch Sensor; Using the Touch Sensor; When Is Pressed Not Pressed?; Determining When to Turn; Squaring Up
  • Remote NXT Orange ButtonLimit Switch; Touch Sensor As an Indicator of an Object; Summary; Chapter 10 Seeing with Ultrasonics; How It Works; Making It Work on the Game Field; Finding Nearby Objects; Summary; Chapter 11 Programming Like a Pro; Data Arrays; State Machines; Master Programs; My Blocks; Simple Sequencer Program; The Scenario; Creating My Blocks; Creating the Sequencer; Looking at the Code; Better Sequencer; Program Navigation; Sequence Rollover; Advanced Sequencer; Program Display; Saving State; Summary; Chapter 12 Code Management; Single-Computer Scenario
  • Multiple-Computer Scenario