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Index
The Art of LEGO® MINDSTORMS® NXT-G Programming
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
NXT versions MINDSTORMS software versions
version 1.0/1.1 education 2.0 retail 2.0
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
a: work area b: programming palettes c: robo center d: my portal window e: configuration panel f: help panel g: navigation panel h: controller
writing an NXT-G program your first program
saving your work
running your program your second program debugging
reproduce the bug simplify the program look at the parts of the program fix the bug
the edit-compile-test cycle comments
adding comments
the program description the comment tool
rules for working with comments
the configuration panel
general layout changing panels disabled items a block’s configuration icons
conclusion
3. the test robot
right-side motor left-side motor chassis caster wheel
caster wheel for the NXT 2.0 retail kit caster wheel for the original NXT retail kit and education set
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
the move block’s configuration panel
port direction power duration steering next action
the feedback boxes the NXT intelligent brick view menu
there and back
moving forward turning around testing a single block moving back to the start
around the block
the first side and corner the other three sides and corners testing the program
the motor block brake, coast, and the reset motor block
the CoastTest program a problem with coasting
observing the problem
the reset motor block the record/play block
configuration panel
the remote control tool conclusion
5. sensors
using the sensors the touch sensor
configuration panel feedback box the NXT’s view menu
the BumperBot program
detecting an obstacle backing up and turning around testing
the sound sensor
configuration panel setting the trigger value
BumperBot with sound the light and color sensors
light sensor configuration panel using the color sensor as a light sensor
the RedOrBlue program
determining red and blue values the switch block improving the program
using the touch sensor adding a loop
using color sensor mode
the ultrasonic sensor
configuration panel
door chime
detecting a person playing a chime stopping the chime
the rotation sensor
configuration panel the rotation sensor block
the BumperBot2 program conclusion
6. program flow
the sequence beam the switch block
configuration panel
the control setting the sensor setting setting the condition the display setting
the LineFollower program
the basic program selecting the light sensor trigger configuring the move blocks testing the program
more than two choices
setting the trigger values testing the program
using tabbed view comments and tabbed view
the loop block the keep alive block the stop block
BumperBot3
conclusion
7. the WallFollower program: navigating a maze
pseudocode solving a maze program requirements assumptions initial design following a straight wall
writing the code testing
turning a corner
writing the code testing
going through an opening
writing the code using sound blocks for debugging testing
final test conclusion
8. data wires
what is a data wire? the GentleStop program tips for drawing data wires the SoundMachine program
controlling the volume using the math block adding tone control to 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 values
adding and removing conditions the default condition
using numbers with the NXT-G 2.0 switch block fixing the SoundMachine program’s volume display
calculating the input value using NXT-G 1.1 calculating the input value using NXT-G 2.0 modifying the program
conclusion
10. data wires and the loop block
the loop count
creating the LoopCountTest program restarting a loop setting the final loop count value setting the loop condition
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
creating the variables initializing the variables initializing the display displaying the initial values counting the red objects counting the blue objects
grouping common settings replacing long data wires with variables the LightPointer program
defining the variables finding the light source initializing the values the LightPointer program, part 1
finding the light source stopping the motors
the LightPointer program, part 2
constants
managing constants the constant block
choose from list custom working with custom constants
conclusion
12. the NXT buttons and the display block
the NXT buttons the NXT button block the PowerSetting program
defining the variable the initial value and the loop displaying the current value adjusting the power value testing the program making the program faster
the display block
displaying an image power setting with images
displaying the snail and rabbit display the arrow
drawing on the screen
the NXTSketch program
defining the variables initialization drawing the line saving the new location testing the program
fixing the dials for NXT-G 2.0
conclusion
13. my blocks
building bigger blocks creating a my block the custom palette editing a my block configuring a my block changing the name of a configuration item the DisplayNumber block
configuration items controlling the line setting using a data wire building the DisplayNumber block testing creating the DisplayNumber block changing the names of the configuration items
using the DisplayNumber block managing the custom palette sharing programs with my blocks
copying files create pack and go
advanced my block topics
variables and my blocks nesting my blocks broken my blocks adding a data plug
conclusion
14. math and logic
computer math integer math
range of values division
order of operations scaling values
odometer
floating-point math
range precision the number to text block
the random block adding a random turn to BumperBot the logic block adding some logic to BumperBot the range block improving RedOrBlue improving RedOrBlueColorMode conclusion
15. files
using files the file access block
the filename the action setting the type setting saving the RedOrBlueCount data
checking for errors the FileReader program restoring the RedOrBlueCount data managing memory
deleting files transferring files
common problems conclusion
16. data logging
data collection and the NXT the VerifyLightPointer program
collecting the brightness data running the program analyzing the data adding rotation sensor data and a timestamp gaps in the data setting the initial file size
controlling the amount of data data logging using the LEGO MINDSTORMS education NXT software 2.0
the data-logging blocks the VerifyLightPointer2 program the NXT data logging application
conclusion
17. using multiple sequence beams
multitasking adding a second sequence beam avoiding a busy loop adding a sequence beam to a loop block
the crowbar and pin technique adding the sequence beam expanding the loop block making the light flash
understanding program flow rules
starting blocks and data wires starting a loop or switch block using values from a loop or switch block using my blocks
synchronizing two sequence beams
the AroundTheBlock program the DoorChime program
keeping out of trouble conclusion
18. the LineFollower program
following a line
requirements assumptions
the starting point selecting the sensor trigger values
building the LineFollowerConfig program testing the LineFollowerConfig program changing the LineFollower program
reading the high and low values calculating the trigger values using the trigger values testing the LineFollower program adding a pause at the beginning of the program
improving the control algorithm
how far from the edge?
understanding the error value using percent error setting the range value calculating the error value
controlling the motors
using the motor block
setting the power values
understanding the process a few examples writing the code initializing the gain and power variables
testing the program
conclusion
A. NXT websites B. moving from NXT-G 1.0/1.1 to NXT-G 2.0
numbers block changes using old programs side-by-side installation
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