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Terry Griffin - The Art of LEGO MINDSTORMS NXT-G Programming

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The Art of LEGO MINDSTORMS NXT-G Programming: summary, description and annotation

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The LEGO MINDSTORMS software and its NXT-G programming language are powerful tools that make it easy to write custom programs for your robots. NXT-G is a great first programming language, but that doesnt mean its easy to understandat least not right away.In The Art of LEGO MINDSTORMS NXT-G Programming, author and experienced software engineer Terry Griffin explains how to program MINDSTORMS robots with NXT-G. Youll learn how to work with the core parts of the NXT-G language, such as blocks, data wires, files, and variables, and see how these pieces can work together. Youll also learn good programming practices, bad habits to avoid, and useful debugging strategies.As you follow along with the books extensive instructions and explanations, youll learn exactly how NXT-G works and how to: Write custom programs that make your robots appear to think and respond to your commands Design, create, and debug large programs Write programs that use data wires and the NXT buttons to turn a robot into a contraption, like a sound generator or a sketch pad Use My Blocks in your programs, and share them with others Store data on the NXT, manage its memory, and transfer files between the NXT and your computer The books programs work with one general-purpose test robot that youll build in Chapter 3.Whether youre a young robotics enthusiast, an adult working with children to learn robotics, a parent, a FIRST LEGO League coach, or a teacher using NXT in the classroom, this is the complete guide to NXT-G that youve been looking for.Requirements: One LEGO MINDSTORMS NXT or NXT 2.0 set

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The Art of LEGO MINDSTORMS NXT-G Programming
Terry Griffin

Copyright 2010

All rights reserved. No part of this work may be reproduced or transmitted in any form or by any means, electronic or mechanical, including photocopying, recording, or by any information storage or retrieval system, without the prior written permission of the copyright owner and the publisher.

No Starch Press and the No Starch Press logo are registered trademarks of No Starch Press, Inc. Other product and company names mentioned herein may be the trademarks of their respective owners. Rather than use a trademark symbol with every occurrence of a trademarked name, we are using the names only in an editorial fashion and to the benefit of the trademark owner, with no intention of infringement of the trademark.

LEGO, MINDSTORMS, the brick configuration, and the minifigure are trademarks of the LEGO Group, which does not sponsor, authorize, or endorse this book.

The information in this book is distributed on an As Is basis, without warranty. While every precaution has been taken in the preparation of this work, neither the author nor No Starch Press, Inc. shall have any liability to any person or entity with respect to any loss or damage caused or alleged to be caused directly or indirectly by the information contained in it.


Dedication

This book is dedicated to the love of my life, Liz, and our three wonderful daughters, Cheyenne, Sarah, and Samantha.

acknowledgments

Thanks to Bill Pollock at No Starch Press for taking a chance on a first-time author and giving me the opportunity to create this book. The patience, expertise, and professionalism of Bill, Megan Dunchak, Riley Hoffman, Ansel Staton, and the rest of the No Starch staff have made working on this project a pleasure.

Thanks to Damien Kee, who provided the technical review of this book. His knowledge of the material and insightful comments on the presentation greatly improved the end product.

Finally, thanks to my family for graciously allowing me the time to write a book and for all the help proofreading the text and testing the building instructions.

introduction

This book is about learning how to write programs for LEGO MINDSTORMS NXT robots. The LEGO MINDSTORMS software and its NXT-G programming language are powerful tools that make it easy to write custom programs. This book will teach you how to get the most out of the NXT-G language as you acquire the programming skills necessary to successfully create your own programs.

who this book is for

This book is for anyone using NXT-G to program their NXT robots, whether youre a young robotics enthusiast, an adult working with children to learn robotics, a parent, a FIRST LEGO League coach, or a teacher using NXT in the classroom. One of my goals in writing this book was to make the material accessible to young learners while going into enough depth to help students and teachers understand the hows-and-whys of NXT-G programming.

prerequisites

This book can be used with any NXT set and any version of the MINDSTORMS software. To test your programs, youll use a single, general-purpose robot that you can build with any NXT set. There are only a few relevant differences between the NXT software versions, and Ill point them out as appropriate. Almost all the material presented in this book applies to any version of the MINDSTORMS software.

No previous programming experience is required. NXT-G is a great first programming language, and Ill explain how to use the MINDSTORMS software and each of the elements of the NXT-G language.

what to expect from this book

This book focuses on programming NXT robots, rather than on the mechanical aspects of building them. Youll learn how to work with the core parts of the NXT-G language, such as the blocks, data wires, files, and variables, and youll see how these pieces can work together. Youll also learn some good programming practices, bad habits to avoid, and debugging strategies that will help keep your frustration level low so you can have fun while programming. Youll find numerous NXT-G programs with step-by-step instructions and explanations, as well as many small examples designed to help you understand exactly how NXT-G works.

All of the programs in this book will work with the general-purpose robot or the NXT Intelligent Brick alone. This is a book about programming NXT, not about constructing robots. As such, Ive devoted as many pages as possible to in-depth coverage of the most important programming topics.

The book begins with an introduction to the NXT set and the MINDSTORMS software. This is followed by the building instructions for the test robot. The next few chapters cover the basics of the NXT-G language, culminating in a maze-solving program in . Chapters covering the more advanced language features follow, and the book finishes up with a sophisticated line-following program. Heres an overview of the contents of each chapter.

This chapter provides a brief introduction to the LEGO MINDSTORMS NXT set and the NXT-G language. Ill also discuss the general process used for creating programs.

In this chapter youll find an in-depth tour through the features of the MINDSTORMS software. Youll create some simple programs and learn the basic steps for debugging problems.

The building instructions for the test robot are given in this chapter. Youll use this general-purpose robot to test the programs in the remainder of the book.

In this chapter youll learn about the NXT motors and the NXT-G blocks that control them. Youll write several programs to learn how to make your robot move using the Move and Motor blocks.

This chapter covers the NXT sensors: the Touch, Sound, Light, Color, Ultrasonic, and Rotation Sensors. Youll learn common uses for each sensor type, as well as how to use NXT-G to control the sensors. Ive also included example programs that teach you how to use each sensor.

The Switch and Loop blocks are the main focus of this chapter. Youll learn the Switch blocks various options for making decisions and how to use the Loop block to perform repeated actions. Ill also discuss the Keep Alive block and the Stop block, as they also are related to program flow. Youll use the Switch and Loop blocks, as well as some sensor and motor blocks, to write a simple line-following program.

By the time you get to this point in the book, youll have learned the basic features of NXT-G. This chapter walks you through the process of creating a complete program to solve a maze using a wall-following method. This chapter focuses on learning how to design, create, and debug a large program.

Data wires are one of the most powerful features of the NXT-G language. This chapter shows you what data wires are and how to use them effectively. The discussion includes coverage of data types and introduces some blocks that are used exclusively with data wires, including the Math, Number to Text, and Text blocks. To get some practice using data wires, youll write the SoundMachine program, which turns your robot into a sound generator.

In this chapter youll learn how to use a data wire to control a Switch block. Youll also learn about the special rules in NXT-G for moving data between the blocks inside a Switch block and the blocks that come before or after the Switch block.

In this chapter youll learn how to use data wires to control a Loop block. Youll learn about the NXT timers and then use the features of the Loop block to create three different programmable timers, each with its own advantages.

Variables are used for storing values that your program uses. In this chapter youll learn how to create and use variables, and youll see how they relate to data wires. Ill also discuss constants, which are new to NXT-G 2.0.

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