create barcode image vb.net Figure 6-9. SPOT will then MOVE forward 5 rotations. in Font

Paint PDF417 in Font Figure 6-9. SPOT will then MOVE forward 5 rotations.

Figure 6-9. SPOT will then MOVE forward 5 rotations.
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CHAPTER 6 MAKE SOME NOISE!
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Next, I save the program, upload it to SPOT, and run it. Go ahead and create and run this same program on your bot. What happens Well, I pressed the Run button and the C note started to play. But before the C note stopped, motors B and C started spinning. What happened Go back to Figure 6-8, and notice that the Wait For Completion box is unchecked. This means that when the SOUND block starts playing, the program will continue to the MOVE block that spins the motors. But that s not what I wanted SPOT to do. Take a look again at the pseudo-code: SPOT, play a C note for 10 seconds and then move forward 5 rotations. I wanted SPOT to play the C note for 10 seconds before moving forward. To do this, I simply need to go back to my SOUND block and check the Wait for Completion box. This will tell SPOT to wait until the SOUND block is finished (10 seconds) before continuing with the program. So, I make this change (see Figure 6-10) and run the program again.
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Figure 6-10. Making one change to the SOUND block will fix the problem. This time, SPOT does exactly what I wanted him to do. He plays the C note for 10 seconds, and when the SOUND block is finished, motors B and C spin, and SPOT moves forward 5 rotations. Perfect! Now you can add sound files and tones to your robots to give them more personality. But before we finish this chapter, let me also tell you that sounds can be used when testing your robots. For example, in a complex program you can drop in a SOUND block to let you know when the robot has reached a certain portion of the program. Let s say you want to know when your robot has reached the part of a program where it has to decide between turning left and turning right. You could place a SOUND block directly in front of the MOVE blocks and program a sound to play when turning left and a different sound for turning right. After you ve tested and verified the program is working properly, you can remove the SOUND blocks and run the program normally. In this example, SOUND blocks give you an idea of where a robot s program is currently executing by giving you an audible alert, which is very useful for troubleshooting and testing. Now, before we investigate any new blocks, I want to go over the different ways your robots receive input this includes motors, sensors, timers, and the buttons on the Brick. 7 covers all of this, so read on!
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Wired!
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ome of the questions I hear the most are related to data hubs and wires and for good reason! A block s data hub can be confusing, especially when a block has numerous options on the hub. And wires can be just as difficult to figure out. In this chapter, I want to take a short break from learning about NXT-G programming blocks and give you some background and tips on how to use data hubs and wires. I hope that any confusion you have will be cleared up by the end of this chapter.
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To help you understand hubs and wires, let me start with a fake programming block called the COLOR block. This block is shown in Figure 7-1.
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Figure 7-1. The COLOR block This imaginary block is one of the simplest blocks you ll ever encounter. It can hold one color. This block holds Blue. It will always hold Blue and nothing else. There is no way to change the color. There s even worse news the block has no way of sharing this color with a robot. It s a very boring and useless block. What would make this block useful to us Well, first, it would be nice to be able to change the color. My favorite color is green, so I d at least like to change the block to a Green block. I might not be able to do anything else with the block at this point, but at least it will contain my favorite color! One of the things the block lacks is a way to get inside the block and change Blue to Green. What s so great about creating the COLOR block is that I can change it whenever I like (because
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CHAPTER 7 WIRED!
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it s a fake block). The first thing I m going to do is attach a very small color keyboard to the e block so I can change the color. This color keyboard is a strange type of keyboard, though; it will only let me type colors. If I try to type in Jim or five, the keyboard will buzz to let me know that it s not going to cooperate. Take a look at the updated COLOR block in Figure 7-2.
Figure 7-2. I ve added a fake color keyboard, so I can change the Blue block to a Green block. Perfect! Now I can type Green. Later, if I want to change to Yellow or Red, I can simply type the new color, and the block will change. Now I ve changed the color, and I have a Green block. Other than looking at it, there s really not much I can do with it. Just like I added a small keyboard to the block, I think I ll now connect a small, fake color screen to the block that will take whatever color is stored inside and display it. This screen is just like my weird keyboard; it will only display a color. (If I had a direction screen and I connected it to the block, it wouldn t know what to do with a color. But if I connected it to a DIRECTION block that holds North, East, West, or South, then it would definitely work!) Figure 7-3 shows my new color screen connected to the Green block.
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