By James Floyd Kelly
LEGO Mindstorms NXT is the most well-liked robotic out there. James Kelly is the writer of the preferred weblog on NXT (http://thenxtstep.blogspot.com/) with over 30,000 hits a month. The NXT-G visible programming language for the NXT robotic is totally new and there are at present no books to be had at the topic. there's a very restricted volume of knowledge within the HTML support records integrated with the software program. This booklet covers all the uncomplicated, intermediate, and complicated programming blocks which are commonplace with the NXT-G language suite. The booklet makes use of easy, non-technical terminology with lots of screenshots and line drawings to illustrate right use of the entire blocks in addition to easy programming ideas comparable to loops, If-Then statements, case statements, and use of variables.
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LEGO Mindstorms NXT is the most well-liked robotic out there. James Kelly is the writer of the most well-liked web publication on NXT (http://thenxtstep. blogspot. com/) with over 30,000 hits a month. The NXT-G visible programming language for the NXT robotic is totally new and there are at the moment no books to be had at the topic.
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Additional resources for LEGO MINDSTORMS NXT-G Programming Guide (Technology in Action)
CHAPTER 3 ■ HELLO WORLD! Figure 3-10. Click on the DISPLAY block here, and the data hub will drop down. If you click the bottom-left edge of a block, this section will drop down and reveal the data hub (see Figure 3-11). Click the section again, and the data hub will close. It might take some practice to find the correct place to click, so try it a few times until you get used to opening and closing the data hub. Figure 3-11. The DISPLAY block’s data hub can be used for more advanced programming.
9 rotations. 3 rotations. Well, I’ll be covering that in this book’s appendix when I show you how to program MOVE blocks for specific distances. For now, just keep in mind that your bots have the ability to move very small distances or very large distances with good accuracy, and it all depends on your ability to figure out exactly how many degrees or rotations to spin the motors (feel free to skip ahead to the appendix if you just can’t wait). The last option in the Duration section is Seconds.
To do this, in the block’s Action section, select the Record option as shown in Figure 5-3. This is the default setting when you drop a RECORD/PLAY block onto the workspace. Figure 5-3. First, choose the Record option in the Action section. Next, we need to specify a name for the recorded movement. As an example, I want SPOT to move forward 2 feet (motors B and C will be spinning forward) and turn left. I then want motor A to spin the propeller a few times. I’m going to type the words Takeoff in the Name text box shown in Figure 5-4, but you can type whatever description you like that will help you remember the purpose of the recorded movement.