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CHAPTER 18 TITLE = ANYTHING YOU LIKE
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Figure 18-17. The words Not Pressed will display if the variable has a value of False. Finally, I drop in an NXT BUTTON WAIT block to wait until the left button is pressed; this will give me time to view the results on the screen (see Figure 18-18).
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Figure 18-18. If I press the left button, the program will end. Now run the program. Try it a few times press and release the Enter button, or don t press and release it. Your decision to bump or not bump the button will be converted to a True or False value that is written to the Pressed variable. After 3 seconds, the Pressed variable is read by the SWITCH block, and the proper text is written on the LCD screen.
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CHAPTER 18 TITLE = ANYTHING YOU LIKE
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Variables are a powerful way for your robot to store away information and to use that data later. Once the variable has been created and data written to it, that data will be available anytime you need it well, at least until the program ends. If you want to store data for use after the program ends and/or after the power has been turned off, you ll need a different type of block; we ll discuss that later in 22. But in the next chapter, I ll show you how to use the TEXT block.
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Basic Text
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or a chapter dealing with words, this one won t be too wordy. See It even has a short introduction. You re going to learn to use the TEXT block to give your robot the ability to combine text into sentences and letters into words.
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The TEXT Block
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Mindstorms NXT robots can make a lot of noise using the SOUND block. But if you want to give your robots control over the written word, you ll need to understand the TEXT block and how to use it properly (see Figure 19-1).
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Figure 19-1. The TEXT block and its configuration panel
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CHAPTER 19 BASIC TEXT
Here s another programming word for you to add to your list: string (and I don t mean the kind you use to fly a kite). String is a term that s been around in programming circles forever and is fairly simple to define. A string is a collection of letters, numbers, spaces, special characters, or a combination of any of them. Here are five examples: THISISASTRINGOFTEXT So is this. 123456789 !@#$%^&*( ) These are all strings, including this one. The reason I ve introduced you to the concept of a string is that the TEXT block has the ability to take up to three different strings and merge them into one larger string value. Look again at Figure 19-1. The TEXT block can hold three string values: A, B, and C. Notice that all three strings can be entered manually (by you, the programmer) or they can be submitted to the TEXT block using the input data plugs. Also, keep in mind that the value A will always be on the far left, B in the middle, and C on the right. You cannot change the order in which the three strings will be combined. As an example, take a look at Figure 19-2.
Figure 19-2. Three string values for the TEXT block For value A, the text I entered is I , with no spaces. Value B contains am (with a leading space), and value C is SPOT (with a leading space). The leading spaces will keep the combined text from looking like IamSPOT ; instead, the combined text will look like I am SPOT when displayed on the screen. Once the text items are combined, how do I display the new string on the screen I ll first add in a DISPLAY block to show the text on the screen (see Figure 19-3). I drag a wire from the output Text data plug (of the TEXT block) into the input Text data plug (on the DISPLAY block). The output Text data plug provides the combined text from A, B, and C.
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