LEGO MINDSTORMS NXT-G Programming Guide by James Floyd Kelly

By James Floyd Kelly

James Kelly’s LEGO MINDSTORMS NXT-G Programming advisor, moment Edition is a fountain of knowledge and concepts for these trying to grasp the artwork of programming LEGO’s MINDSTORMS NXT robotics kits. This moment version is fully-updated to hide all of the most up-to-date gains and elements within the NXT 2.0 sequence. it's also routines on the finish of every bankruptcy and different content material feedback from educators and different readers of the 1st edition.

LEGO MINDSTORMS NXT-G Programming consultant, 2d Edition specializes in the NXT-G programming language. Readers 10-and-up discover ways to observe NXT-G to real-life difficulties reminiscent of relocating and turning, finding items established upon their colour, making judgements, and masses extra. ideal for if you are new to programming, the e-book covers the language, the underlying arithmetic, and explains the right way to calibrate and regulate robots for most sensible execution in their programming.

  • Provides programming options and easy-to-follow examples for every and each programming block
  • Includes homework-style routines to be used through educators
  • Gives transparent directions on find out how to construct a attempt robotic to be used in working the instance courses

What you’ll learn

  • Understand the fundamentals of laptop and robot programming
  • Easily software your robotic utilizing the NXT-G 1.0 and 2.0 visible programming languages
  • Learn real-world thoughts for relocating, ready, figuring out, and masses extra.
  • Get acquainted with new corresponding to the colour sensor integrated within the NXT 2.0 package
  • Control your robotic manually from a handheld remote control machine
  • Learn simple math rules that might make you a greater programmer

Who this publication is for

This e-book is for individuals 10-years-old and up who're new to programming, or who're new to the NXT-G programming language. The ebook additionally appeals to educators who use NXT-G as a motor vehicle for educating approximately robotics and programming ideas.

Table of Contents

  1. Robots and Programs 
  2. Program Structure
  3. Hello international!
  4. Get Movin’
  5.  Record and Playback 
  6. Make a few Noise! 
  7. Wired! 
  8. True or False? 
  9. Feedback 
  10. Wait for It! 
  11. Round and Round  
  12. Decisions, Decisions 
  13. Stop It! 
  14. Pick a Card, Any Card 
  15. Apples and Oranges 
  16. Inside or Out?  
  17. Yes? No? Maybe?  
  18. Title = whatever You Like  
  19. Basic Text  
  20. Basic Math 
  21. Staying Alive 
  22. Your personal submitting Cabinet  
  23. Calibration  
  24. Motoring  
  25. Messages 
  26. My Block Is Your Block

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Extra info for LEGO MINDSTORMS NXT-G Programming Guide

Sample text

If it helps, pretend your robot has ears, and tell it what you want it to do. Write down these instructions, and keep them short and simple. Exercises Now, I want to give you some practice in writing pseudo code. It won’t take long, but it will require a partner. Ask a friend or teacher or parent to help you with the following two exercises. ) If possible, switch roles with your partner for both exercises. This will help you write pseudo code as well as see how easy (or hard) it is to follow instructions.

Figure 3-16 shows the panel for the first block. Figures 3-17 through 3-23 show the panels for subsequent blocks. Notice that the first three WAIT TIME blocks (Figures 3-17, 3-19, 3-21) are all configured for 5 seconds; only the last WAIT TIME block (Figure 3-23) is set for 10 seconds. Do you see how the coordinates are manually entered to make the lines all match up perfectly? Try to modify the coordinates to draw a perfect square. Also, remember that the Clear checkbox must be unchecked for the last three DISPLAY blocks (but not the first).

The RECORD/PLAY block is located on the Common Palette directly below the MOVE block. Drag and drop a RECORD/PLAY block on the beam (see Figure 5-2). Figure 5-2. Start recording a bot’s movements with the RECORD/PLAY block. I know it seems like common sense, but I still need to say it: we cannot play back SPOT’s recorded movements until we’ve actually recorded some. So the first thing we need to do is configure the RECORD/PLAY block to record SPOT’s movements. To do this, in the block’s Action section, select the Record option as shown in Figure 5-3.

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