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Figure 17-8. A MOVE block is configured for three forward rotations. If the SWITCH block detects a True response from the LOGIC block, the MOVE block executes (three forward rotations), and the program ends. If the SWITCH block detects a False response from the LOGIC block, there are no additional blocks to run, and the program ends without SPOT moving. And that s it! The LOGIC block is a useful tool for you to take two Logic data type responses (Yes/No or True/False) and add them together to produce one Logic data type. Are you wondering what you would do if, for example, you had four Logic data type inputs and needed to combine them You would need to use two LOGIC blocks: each block would take two of the Logic data type input values and provide a final Logic response. These two Logic responses would then be combined using a third LOGIC block to obtain the true final Logic response. Confusing A little. But when you start using the LOGIC block, you ll begin to see how it can be used with LOOP and SWITCH blocks to give your robots even better decision-making abilities.
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hat s a strange title, isn t it You can pick anything you like and make it the title. But that doesn t mean the material covered in this chapter will change. Nope, this chapter covers a special type of block called the VARIABLE block. You ll find this block useful when you need to store a piece of information for later use. So let s take a look.
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The VARIABLE Block
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Let s imagine for just a moment that you want to give SPOT some information to remember. This information consists of some words, a few numbers, and a couple of logical True/False values. SPOT has the ability to place each piece of information in a virtual folder that exists in his memory. Here s the pseudo-code: Me: SPOT, will you please store the words pizza and cheesecake in your memory Me: SPOT, I also need you to store the numbers 50 and 200 in your memory. Me: SPOT, will you also please store one logical True and one logical False in your memory Now, before we convert this pseudo-code to an NXT-G program, I need to tell you a little bit about how an NXT-G program stores information, changes it, and retrieves it. All of this is done using the VARIABLE block. A VARIABLE block can do one of two things: Information can be written to a virtual folder that is stored in memory. Information can be read from a virtual folder that is stored in memory. These virtual folders are also known as variables. An NXT-G variable can only be configured to hold one of three types of data: Text, Number, or Logic (True or False). Text is easy enough; my pseudo-code tells SPOT to store pizza and cheesecake, but it could just as easily have told SPOT to store the letter A or the sentence My name is SPOT. Numbers are even easier: when an NXT-G VARIABLE block is configured to hold a number, it can only be a positive or negative integer. Numbers such as 4.5 or 10.2 will be rounded to the nearest integer (5 and 10 for my examples). Logic values only have two choices: True or False. An NXT-G VARIABLE block configured to hold a logical value can hold only True or False and nothing else.
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OK, now it s time to take a look at the VARIABLE block. This block is found on the Complete Palette on the Data fly-out menu. Select the VARIABLE block, and drop it on the beam (see Figure 18-1).
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Figure 18-1. The VARIABLE block and its configuration panel I mentioned to you that information can be read from or written to a VARIABLE block. In Figure 18-1, you ll notice that, by default, the first time you drop a block on the beam it is configured to Read (in the Action section) a Logic Type value. The variable also has a Name assigned to it: Logic 1. This means that if True or False is stored in the variable, this value can be read from the variable. Notice that the Value section is grayed out; it isn t available for you to edit. Also notice that the default value selected in the Value section is False. Before I show you how to change this, select the variable named Number 1 in the VARIABLE block s configuration panel (see Figure 18-2).
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