
i = 0;
You can also assign input values to variables, like this (not part of the example):
i = SENSOR_2;
In the following line, one is added to the value in variable
i
:
i++;
This is really shorthand for the following:
i += 1;
The
+=
operator, in turn, is shorthand for this:
i = i + 1;
Using #define for Constants and Macros
Constant values can be assigned meaningful names using
#define
. This is a idiom that will be familiar to C programmers. Here is an example:
#define POWER 5
task main() {
SetPower(OUT_A + OUT_C, POWER);
On(OUT_A + OUT_C);
}
NQC replaces every occurrence of
POWER
with 5 in your source code before compiling it. Although this may not seem like a big deal, it is;
#define
lets you create
Page 68
readable names for things that might otherwise be cryptic. It also lets you define things that might need to be adjusted throughout your program in one place. Your program, for example, might
have multiple places where it set the outputs to power level 5. Instead of explicitly putting 5 all the way through your program, you can use the constant value
POWER
. If you later decide you want
the power level to be 7, you just have to change the definition of
POWER
, instead of finding all the places in your program where the output power is set.
You can also create
macros
with
#define
. A macro is a kind of miniature program. Usually you'll define a macro for something you want to do frequently. The following program uses three
macros:
#define forward(power) \
SetPower(OUT_A + OUT_C, power); \
OnFwd(OUT_A + OUT_C);
#define left(power) \
SetPower(OUT_A + OUT_C, power); \
OnRev(OUT_A); OnFwd(OUT_C);
#define right(power) \
SetPower(OUT_A + OUT_C, power); \
OnFwd(OUT_A); OnRev(OUT_C);
task main() {
forward(OUT_FULL);
Wait(100);
left(OUT_HALF);
Wait(100);
right(OUT_HALF);
Wait(100);
Off(OUT_A + OUT_C);
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 ...