
You can request chunks of memory in the RCX using the familiar
malloc()
and
calloc()
functions. LegOS, by itself, takes up about 5K or 6K of the RCX's 32K of RAM. You should have
about 26K left for your program and its data.
void
∗
malloc(size_t size)
This function allocates a chunk of memory of the given size (in bytes). A pointer to the memory is returned. If the memory cannot be allocated,
NULL
is returned.
void
∗
calloc(size_t nmemb, size_t size)
This function allocates enough memory for
nmemb
chunks of memory, each
size
bytes long. It also sets each byte of the allocated memory to zero. Like
malloc()
, it returns
NULL
if
something goes wrong.
void free(void
∗
ptr)
When you are done with memory you've allocated, you should free it using this function.
Page 203
Sound (rom/sound.h and direct-sound.h)
You can play one of the RCX's built-in ''system" sounds with the following function:
void sound_system(unsigned nr)
This function plays one of the system sounds of the RCX. The
nr
parameter describes the sound; it can be any of the values shown in Table 10-1.
Table 10-1. sound_system() Sound Numbers
Sound Number
Description
0
Short beep
1
Two medium beeps
2
Descending arpeggio
3
Ascending arpeggio
4
Long low note
5
Quick ascending arpeggio (same as 3 but faster)
Furthermore, you can play any sound you want using this function:
void ds_play(unsigned char
∗
sample, unsigned length)
This function plays the sound data described by
sample
, using
length
bytes of data. The sample data should be 1 bit, 8 kHz data.
Unfortunately, neither
sound_system()
nor
ds_play()
works in the March 30, 1999 build of legOS 0.1.7.
Other Goodies
legOS has a grab-bag of other interesting features. In this section, these functions are organized by the header file in which they are defined.
In stdlib.h
legOS supports a simple random number generator with the following two functions:
Summary of Contents for MINDSTORMS Robots
Page 22: ...Page 18 The back tread wheels are anchored to the shafts with the 16t gears ...
Page 23: ...Page 19 Page 20 Next start building support for the drive motors ...
Page 26: ...Page 23 The touch sensors are attached only by the shaft that runs through them ...
Page 41: ...Page 41 ...
Page 43: ...Next build the support for the light sensor ...
Page 80: ...Page 85 Make sure the bump on the long pin is up against the 4u beam ...
Page 82: ......
Page 84: ...Page 89 ...
Page 85: ...Step 14 is similar to Step 11 take a deep breath and go slowly ...
Page 87: ...Page 91 ...
Page 88: ...Page 92 Make sure that the two sides are at the same angle They should mirror each other ...
Page 89: ...Page 93 Page 94 ...
Page 90: ...Structural Support Page 95 ...
Page 91: ...Idler Wheel Page 96 ...
Page 92: ...Page 97 Drive Motor ...
Page 93: ...While you re putting the motor in hold on to the worm gear so it doesn t slip off Page 98 ...
Page 94: ...Grabber Arm Motor ...
Page 95: ...Page 99 ...
Page 96: ...Page 100 RCX Attach the RCX on both sides as shown Page 101 ...
Page 158: ......
Page 159: ...Page 175 The 16t gears are nestled inside the tread wheels ...
Page 160: ...Page 176 ...
Page 161: ...Page 177 Attach the motors to output A and output C as shown Page 178 ...