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  • About NXT-G Programs
    Programming Lego Mindstorms NXT, 2008
    Co-Authors: Owen Bishop
    Abstract:

    This chapter discusses the NXT-G programs that are a visual language where instead of writing the program in text, a programmer works with icons that represent self-contained units of program instructions. These units are called programming blocks , or just blocks . One can drag the required blocks onto the work area of the screen and arrange them on the sequence beam in the order in which they are to be executed. Clicking on a block shows its settings in a Configuration Pane at the bottom left-hand side of the screen. Further, the settings are edited to suit the program. When the Configuration Panel is first displayed the settings are set to their default values. Many, but not all, of the settings are indicated by symbols on the block icons, so one can get a good idea of the program by looking at the displayed symbols. The programs in this discussion are illustrated by screen shots made when one had finished designing and testing them. If a user copies them onto the computer exactly, they should work properly the first time. One can assume that all settings have their default values except where another option is quoted beside the block as a comment. The commenting makes programming quicker, because one can edit only those values or options that are to be changed. The comments advise the user what changes to be made in the Configuration Pane.

  • Chapter 4 – Loops
    Programming Lego Mindstorms NXT, 2008
    Co-Authors: Owen Bishop
    Abstract:

    Publisher Summary This chapter explores the various types of loops present in NXT-G. If a user wants a program loop to be used to keep the program waiting for some outside event to occur, and to repeatedly do something while waiting, one can accomplish it by setting conditional values from the drop down menu in the Configuration Pane of the kit. A loop can be set to run for a given time. This is used when one wants to introduce a delay into a program. The loop will contain blocks to produce some kind of activity, usually something complicated. If it is only a simple activity, such as running a motor for 20 seconds, one need not use a loop, just set the motor block for 20. If one wants to introduce a delay during which absolutely nothing happens, one should use a wait block. Further, the loop can be programmed to end when a given logical variable changes from False to True, or vice versa. The change in value may occur within the loop or elsewhere in the program.