how to connect barcode scanner to visual basic 2010 CONDITIONAL STATEMENTS in Software

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CONDITIONAL STATEMENTS
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Programs can be constructed so that they perform certain routines in one instance and other routines in another. Which routine the program performs depends on specific conditions, set either by the programmer, by some sensor, or by a variable. A conditional statement is a fork in the road that offers the program a choice of two directions to take, depending on how it responds to a simple True/False question. The types and styles of conditional statements differ in robot programming languages, but they all have one thing in common: they activate a certain routine (or group of routines) depending on external data. The most common conditional statement is built using the If command, which we ve already seen in action in our wall-bumping robot example. Here s an example: If it s cold
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84 PROGRAMMING CONCEPTS: THE FUNDAMENTALS
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outside, I ll wear my jacket. Otherwise, I ll leave the jacket at home. The statement can be broken down into three segments:
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I The condition to be met (if it s cold) I The result if the condition is True (wear the jacket) I The result if the condition is False (leave the jacket at home)
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To be useful, a condition is based on input that may differ each time the robot s program is run. In the preceding example, the robot uses some sort of sensor to determine if it s cold. Based on the results provided by this sensor, the robot will then either put its jacket on, or leave it and enjoy a brisk roll on the grass.
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Akin to the conditional statement is the branch, where the program can take two or more paths, depending on external criteria. A good example of a branch is when a robot senses a collision while moving as in our earlier example (see the section The Benefit of Routine ). The robot normally just drives forward, but many times each second it s program branches off to another subroutine that quickly checks to see if a collision sensor switch has been activated. If the switch has not been activated, nothing special happens, and the robot continues its forward movement. But if the switch has been activated, the program branches to a different subroutine and performs a special action to get away from the obstacle the robot has just struck.
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A loop is programming code that repeats two or more times. A typical loop is an entry validator where the program checks to make sure some condition is met, and if it is the contents of the loop are processed. When the program gets to the bottom of the loop, it goes back to the top and starts all over again. This process continues until the test condition is no longer met. At that point, the program skips to the end of the loop and performs any commands that follow it, as shown in Fig. 7.3.
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INPUTTING DATA
When you sit at a computer, you use a keyboard and a mouse to enter data into the machine. While some robots also have keyboards or keypads (and a few have mice), data input for automatons tends to be a bit more specialized, involving, for example, touch switches or a sonar ranging system. In all cases, the program uses the information fed to it to complete its task. The reverse-on-collision robot described earlier (see The Benefit of Routine ) is once again a good example. The data to be input is simple: it is the state of a bumper switch on the front of the robot. When the switch is activated, it provides data Hey, I hit something!! With that data your bot can (for example) back up, get out of the way, and head toward some other wall.
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