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THE ART OF LEGO MINDSTORMS EV3 PROGRAMMING (FULL COLOR)
Título:
THE ART OF LEGO MINDSTORMS EV3 PROGRAMMING (FULL COLOR)
Subtítulo:
Autor:
GRIFFIN, T
Editorial:
NO STARCH PRESS
Año de edición:
2014
Materia
ROBOTICA - GENERAL
ISBN:
978-1-59327-568-6
Páginas:
276
37,50 €

 

Sinopsis

With its colorful, block-based interface, The LEGO® MINDSTORMS® EV3 programming language is designed to allow anyone to program intelligent robots, but its powerful features can be intimidating at first. The Art of LEGO MINDSTORMS EV3 Programming is a full-color, beginner-friendly guide designed to bridge that gap.

Inside, you´ll discover how to combine core EV3 elements like blocks, data wires, files, and variables to create sophisticated programs. You´ll also learn good programming practices, memory management, and helpful debugging strategies-general skills that will be relevant to programming in any language.

All of the book´s programs work with one general-purpose test robot that you´ll build early on. As you follow along, you´ll program your robot to:

React to different environments and respond to commands
Follow a wall to navigate a maze
Display drawings that you input with dials, sensors, and data wires on the EV3 screen
Play a Simon Says-style game that uses arrays to save your high score
Follow a line using a PID-type controller like the ones in real industrial systems
The Art of LEGO MINDSTORMS EV3 Programming covers both the Home and Education Editions of the EV3 set, making it perfect for kids, parents, and teachers alike. Whether your robotics lab is the living room or the classroom, this is the complete guide to EV3 programming that you´ve been waiting for.
Requirements: One LEGO MINDSTORMS EV3 Home OR Education set (#31313 OR #45544)



Chapter 1 : LEGO and robots: a great combination
LEGO MINDSTORMS EV3
the LEGO MINDSTORMS EV3 set
the LEGO MINDSTORMS EV3 software
software, firmware, and hardware
art and engineering
qualities of a good program
what you'll learn from this book
the LEGO MINDSTORMS online community
what's next?
Chapter 2 : the EV3 programming environment
a tour through the MINDSTORMS software
writing an EV3 program
general layout of a block
your first program
running your program
project properties
your second program
comments
context help
conclusion
Chapter 3 : TriBot: the test robot
TriBot components
building the motor and wheel assembly
building the caster wheel assembly
adding the EV3 brick
mounting the infrared or ultrasonic sensor
connecting the color sensor
attaching the gyro sensor (education edition)
building a touch sensor bumper
attaching the cables
alternate placement for the color sensor
alternate placement for the ultrasonic or infrared sensor
building a lift arm
conclusion
Chapter 4 : motion
the EV3 motors
the move steering block
port view
the EV3 intelligent brick view menu
the ThereAndBack program
the AroundTheBlock program
the move tank block
the large motor and medium motor blocks
the lift arm
the invert motor block
a problem with coasting
further exploration
conclusion
Chapter 5 : sensors
using the sensors
the touch sensor
the BumperBot program
the color sensor
the IsItBlue program
the LineFinder program
the infrared sensor and remote
the BumperBot- WithButtons program
the ultrasonic sensor
the DoorChime program
the gyro sensor
the GyroTurn program
the motor rotation sensor
further exploration
conclusion
Chapter 6 : program flow
the switch block
the LineFollower program
the RedOrBlue program
the loop block
the loop interrupt block
further exploration
conclusion
Chapter 7 : the WallFollower program: navigating a maze
pseudocode
solving a maze
program requirements
assumptions
initial design
following a straight wall
turning a corner
going through an opening
final test
further exploration
conclusion
Chapter 8 : data wires
what is a data wire?
the GentleStop program
tips for using data wires
the SoundMachine program
understanding data types
displaying the frequency and volume values
further exploration
conclusion
Chapter 9 : data wires and the switch block
the switch block's value modes
rewriting the GentleStop program
passing data into a switch block
advantages of using a sensor block
passing data out of a switch block
simplifying the LineFollower program
further exploration
conclusion
Chapter 10 : data wires and the loop block
logic mode
the loop index
the Spiral- LineFinder program
using the gyro sensor for better turns
further exploration
conclusion
Chapter 11 : variables
the variable block
the RedOr-BlueCount program
managing variables using the project properties page
the compare block
the LightPointer program
the constant block
further exploration
conclusion
Chapter 12 : my blocks
creating a my block
the my blocks palette
editing a my block
the LogicToText my block
the DisplayNumber my block
changing my block parameters
variables and my blocks
further exploration
conclusion
Chapter 13 : math and logic
the math block's advanced mode
a proportional LineFollower
EV3 timers
the DisplayTimer program
the round block
the random block
adding a random turn to BumperBot
the logic block
adding some logic to BumperBot
the range block
the TagAlong program
the GyroPointer program
further exploration
conclusion
Chapter 14 : the EV3 lights, buttons, and display
the EV3 buttons
the powerSetting program
the brick status light
the ColorCopy program
the display block
the Eyes program
drawing on the EV3 screen
the EV3Sketch program
further exploration
conclusion
Chapter 15 : arrays
overview and terminology
creating an array
The Array Operations block
the ArrayTest program
the Button-Command program
the Colorcount program
the MemoryGame program
further exploration
conclusion
Chapter 16 : files
the file access block
saving the MemoryGame high score
the FileReader program
adding a menu to the ColorCount program
managing memory
further exploration
conclusion
Chapter 17 : data logging
data collection and the EV3
investigating the current power reading
the SteeringTest program
the VerifyLightpointer program
controlling the amount of data
further exploration
conclusion
Chapter 18 : multitasking
more than one start block
the stop program block
avoiding a busy loop
adding lights to the DoorChime program
understanding program flow rules
synchronizing two sequences
keeping out of trouble
further exploration
conclusion
Chapter 19 : a PID-controlled LineFollower program
the PID controller
proportional control
collecting the min and max sensor readings
normalizing the sensor reading and target values
enhancing the proportional control LineFollower
implementing PID control
further exploration
conclusion
Appendix NXT and EV3 compatibility
motors
sensors
software
Appendix EV3 websites