fixing links in docs

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Peli de Halleux 2016-04-15 15:02:26 -07:00
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# crocodile clips # crocodile clips
The on pin pressed accessories. The large holes at the bottom of the board are designed to attach alligator/crocodile clips.
Register an event that will execute whenever the user attaches one side of the crocodile clip to the `GND` pin, then connects and disconnects the unattached side of the crocodile clip to pin `0`, `1`, or `2`.
Register an [event handler](/reference/event-handler) that will execute whenever the user attaches one side of the crocodile clip to the `GND` pin, then connects and disconnects the unattached side of the crocodile clip to pin `0`, `1`, or `2`.
### Example: on pin pressed with random numbers ### Example: on pin pressed with random numbers

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@ -38,7 +38,7 @@ Use the [point](/led/point) function to find out if a LED is on or off.
### Display images, strings and numbers ### Display images, strings and numbers
Instead of turning individual LEDs on or off, as above, you can display an [image](/reference/image/image) directly to the screen or show text/numbers on screen using the [show number](/reference/basic/show-number)/[show string](/reference/basic/show-string) function. Instead of turning individual LEDs on or off, as above, you can display an [image](/reference/images/image) directly to the screen or show text/numbers on screen using the [show number](/reference/basic/show-number)/[show string](/reference/basic/show-string) function.
### The display buffer ### The display buffer

0
docs/device/simulator.md Normal file
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How to compile, transfer, and run a script on your micro:bit. How to compile, transfer, and run a script on your micro:bit.
While you're writing and testing your Block Editor or Touch Develop scripts, you'll mostly be running scripts in your browser by clicking the `Run` button (see [run code in your browser](/js/simulator) for info about this). While you're writing and testing your Block Editor or Touch Develop scripts, you'll mostly be running scripts in your browser by clicking the `Run` button (see [run code in your browser](/device/simulator) for info about this).
Once your masterpiece is complete, you can compile your script and run it on your micro:bit. Once your masterpiece is complete, you can compile your script and run it on your micro:bit.

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# beatbox blocks lesson
display beautiful images on the BBC micro:bit.
## Topic
Music
## Quick Links
* [activity](/lessons/beatbox/activity)
* [challenges](/lessons/beatbox/challenges)
## Prior learning/place of lesson in scheme of work
Learn how to make a beatbox music player using pins P1 and P2. We will be learning how to code musical notes using a local variable, for loop, on pin pressed as well as simple commands such as play and notes.
## Objectives
* learn how to code music on the BBC micro:bit

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@ -6,7 +6,7 @@ a game where you have to keep up with the commands.
## Directions ## Directions
Use this activity document to guide your work in the [bop it tutorial](/lessons/bop-it/tutorial). Use this activity document to guide your work in the [bop it activity](/lessons/bop-it/activity).
Answer the questions while completing the tutorial. Pay attention to the dialogues! Answer the questions while completing the tutorial. Pay attention to the dialogues!

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@ -6,7 +6,7 @@ a game where you have to keep up with the commands.
## Directions ## Directions
Use this activity document to guide your work in the [bop it tutorial](/lessons/bop-it/tutorial). Use this activity document to guide your work in the [bop it activity](/lessons/bop-it/activity).
Answer the questions while completing the tutorial. Pay attention to the dialogues! Answer the questions while completing the tutorial. Pay attention to the dialogues!

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# buzzer lesson
design a blinking image lesson #docs
## Topic
Ring
## Quick Links
* [activity](/lessons/buzzer/activity)
* [challenges](/lessons/buzzer/challenges)
## Class
Year 7
## Prior learning / place of lesson in scheme of work
Learn how to **ring** the buzzer to turn on the sound. We will be learning basic comments such as ring and clear screen.
## Documentation
* **ring** : [read more...](/reference/music/ring)
* **clear screen** : [read more...](/reference/basic/clear-screen)
* **on button pressed** : [read more...](/reference/input/on-button-pressed)
## Objectives
* learn how to ring the BBC micro:bit
* learn how to clear the screen
* learn how to run code when an input button is pressed
## Progression Pathways / Computational Thinking Framework
#### Algorithms
* Designs solutions (algorithms) that use repetition and two-way selection, ie if, then and else.(AL)
* Uses diagrams to express solutions.(AB)
* Uses logical reasoning to predict outputs, showing an awareness of inputs (AL)
* Recognises that different algorithms exist for the same problem (AL) (GE)
* Represents solutions using a structured notation (AL) (AB)
#### Programming & Development
* Creates programs that implement algorithms to achieve given goals (AL)
* Selects the appropriate data types(AL) (AB
#### Data & Data Representation
* Understands the difference between data and information(AB)
#### Hardware & Processing
* Understands the difference between hardware and application software, and their roles within a computer system (AB)
#### Communication Networks
* Demonstrates responsible use of technologies and online services, and knows a range of ways to report concerns (AL)
#### Information Technology
* Collects, organizes, and presents data and information in digital content (AB)
* Makes appropriate improvements to solutions based on feedback received, and can comment on the success of the solution (EV)
Computational Thinking Concept: AB = Abstraction; DE = Decomposition; AL = Algorithmic Thinking; EV = Evaluation; GE = Generalisation
## Activity
* time: 20 min.
* [activity](/lessons/buzzer/activity)
## Extended Activity
* time: 20 min.
* [challenges](/lessons/buzzer/challenges)
## Homework
* Extended Activity: [challenges](/lessons/buzzer/challenges)

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@ -6,7 +6,7 @@ Programming a game of catch the egg using the accelerometer
## Directions ## Directions
Use this activity document to guide your work in the [catch the egg tutorial](/lessons/catch-the-egg-game/tutorial) Use this activity document to guide your work in the [catch the egg activity](/lessons/catch-the-egg-game/activity)
Answer the questions while completing the tutorial. Pay attention to the dialogues! Answer the questions while completing the tutorial. Pay attention to the dialogues!

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@ -4,7 +4,7 @@ Create sounds with variables.
## Before we get started ## Before we get started
Complete the [beatbox](/lessons/beatbox/activity) activity and your code will look like this: Complete the [beatbox](/lessons/classic-beatbox/activity) activity and your code will look like this:
```blocks ```blocks

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@ -6,7 +6,7 @@ construct a pendulum that glows using acceleration.
## Directions ## Directions
Use this activity document to guide your work in the [glowing pendulum tutorial](/lessons/glowing-pendulum/tutorial) Use this activity document to guide your work in the [glowing pendulum activity](/lessons/glowing-pendulum/activity)
Answer the questions while completing the tutorial. Pay attention to the dialogues! Answer the questions while completing the tutorial. Pay attention to the dialogues!

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# glowing sword blocks lesson
make a glowing sword.
### @video td/videos/glowing-sword-0
## Topic
Fade Out
## Quick Links
* [activity](/lessons/glowing-sword/activity)
* [quiz](/lessons/glowing-sword/quiz)
* [quiz answers](/lessons/glowing-sword/quiz-answers)
* [challenges](/lessons/glowing-sword/challenges)
## Prior learning/place of lesson in scheme of work
Learn how to manipulate an image through **fade out**, `fade out` to gradually decrease the LED screen brightness until the LED lights are turned off. We will be learning how to fade an image using simple commands, such as image create image, image show image, LED fade out, basic pause, and fade in.
## Documentation
* **create image** : [read more...](/reference/images/create-image)
* **show image** : [read more...](/reference/images/show-image)
* **fade out** : [read more...](/reference/led/fade-out)
* **pause** : [read more...](/reference/basic/pause)
* **fade in** : [read more...](/reference/led/fade-in)

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@ -52,7 +52,7 @@ Learn how to create a charades game with **collections**, ` create -> Collection
## Resources ## Resources
* Activity: [tutorial](/lessons/headbands/tutorial) * Activity: [tutorial](/lessons/headbands/activity)
* Activity: [quiz](/lessons/headbands/quiz) * Activity: [quiz](/lessons/headbands/quiz)
* Extended Activity: [challenges](/lessons/headbands/challenges) * Extended Activity: [challenges](/lessons/headbands/challenges)
@ -112,7 +112,7 @@ Computational Thinking Concept: AB = Abstraction; DE = Decomposition; AL = Algor
## Activity ## Activity
* time: 20 min. * time: 20 min.
* [tutorial](/lessons/headbands/tutorial) * [tutorial](/lessons/headbands/activity)
* [quiz](/lessons/headbands/quiz) * [quiz](/lessons/headbands/quiz)
## Extended Activity ## Extended Activity

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@ -6,7 +6,7 @@ create a magic 8 ball on the BBC micro:bit.
## Directions ## Directions
Use this activity document to guide your work in the [magic 8 tutorial](/lessons/magic-8/tutorial). Use this activity document to guide your work in the [magic 8 activity](/lessons/magic-8/activity).
Answer the questions while completing the tutorial. Pay attention to the dialogues! Answer the questions while completing the tutorial. Pay attention to the dialogues!

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@ -6,7 +6,7 @@ shift an image horizontally across the display with offset.
## Directions ## Directions
Use this activity document to guide your work in the [offset image tutorial](/lessons/offset-image/tutorial). Use this activity document to guide your work in the [offset image activity](/lessons/offset-image/activity).
Answer the questions while completing the tutorial. Pay attention to the dialogues! Answer the questions while completing the tutorial. Pay attention to the dialogues!

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@ -6,7 +6,7 @@ create a fake wifi app to trick your friends.
## Directions ## Directions
Use this activity document to guide your work in the [prank WiFi tutorial](/lessons/prank-wifi/tutorial) Use this activity document to guide your work in the [prank WiFi activity](/lessons/prank-wifi/activity)
Answer the questions while completing the tutorial. Pay attention to the dialogues! Answer the questions while completing the tutorial. Pay attention to the dialogues!

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@ -6,7 +6,7 @@ a spin the BBC micro:bit game with the input on shake.
## Directions ## Directions
Use this activity document to guide your work in the [spinner tutorial](/lessons/spinner/tutorial). Use this activity document to guide your work in the [spinner activity](/lessons/spinner/activity).
Answer the questions while completing the tutorial. Pay attention to the dialogues! Answer the questions while completing the tutorial. Pay attention to the dialogues!

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@ -27,5 +27,5 @@ basic.clearScreen()
### See also ### See also
[set brightness](/reference/led/set-brightness), [unplot](/reference/led/unplot), [plot](/reference/led/plot), [Image](/reference/image/image), [clear](/reference/basic/clear-screen) [set brightness](/reference/led/set-brightness), [unplot](/reference/led/unplot), [plot](/reference/led/plot), [Image](/reference/images/image), [clear](/reference/basic/clear-screen)

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# Comment
A note in code.
### @parent blocks/statement
A comment is a line of code that contains text, usually an explanation or a note. All comments are ignored during script execution.
### Block
Right click on any block and add a comment
### ~hint
To find out how to insert comments using the Blocks editor, see [the Blocks editor](/blocks/editor).
### ~
### Sample code with comments
![](/static/mb/blocks/comment-0.png)
### Commenting out code
During the debugging process, you may want to comment out a section of your code so that it doesn't run.
To comment out a block of code:
1. Right click on any block of code that you want to comment out.
1. Select add comment
When you want to uncomment your code, right click the on the comment, and then click delete block.
### See also
[Block editor](/blocks/editor)

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# event handler
Event handlers - how they work.
An event handler is code that is associated with a particular event, such as "button A pressed". You create (or register) the association between an event and an event handler by calling a function named "on <event>". After registering an event handler with an event, then whenever that event occurs, the event handler code executes.
### Registering an event handler
Functions named "on <event>" create an association between an event and the event handler code. For example, the following code registers the event handler (the code between the `do` and `end` keywords) with the event of a press of button A:
```blocks
input.onButtonPressed(Button.A, () => {
basic.showString("hello", 150)
})
```
After this code executes, then whenever button A is pressed in the future, the string "hello" will be printed.
### Event handlers are active for the entire program execution
Once you have registered an event handler for an event, like above, that event handler is active for the rest of the program execution. If you want to stop the string "hello" from printing each time button A is pressed then you need to arrange for the following code to execute:
```blocks
input.onButtonPressed(Button.A, () => {
})
```
The above code associated an event handler that does nothing with the event of a press of button A.
### There is only one event handler per event
The above example also illustrates that there is only one event handler for each event. What is the result of the following code?
```blocks
input.onButtonPressed(Button.A, () => {
basic.showString("hello", 150)
})
input.onButtonPressed(Button.A, () => {
basic.showString("goodbye", 150)
})
```
The answer is that whenever button A is pressed, the string "goodbye" will be printed. If you want both the strings "hello" and "goodbye" to be printed, you need to write the code like this:
```blocks
input.onButtonPressed(Button.A, () => {
basic.showString("hello", 150)
basic.showString("goodbye", 150)
})
```
### To learn more
To learn more about how the BBC micro:bit queues up and schedules event handlers, see [the BBC micro:bit - a reactive system](/device/reactive)
### see also
[on button pressed](/reference/input/on-button-pressed), [on logo up](/functions/on-logo-up), [on logo down](/functions/on-logo-down), [on screen up](/functions/on-screen-up), [on screen down](/functions/on-screen-down), [on shake](/reference/input/on-gesture), [on pin pressed](/reference/input/on-pin-pressed)

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The clear function for images. The clear function for images.
Turn off all the pixels in an [Image](/reference/image/image). Turn off all the pixels in an [Image](/reference/images/image).
### KindScript ### KindScript
@ -35,5 +35,5 @@ input.onButtonPressed(Button.A, () => {
### See also ### See also
[Image](/reference/image/image), [show animation](/reference/basic/show-animation), [show image](/reference/images/show-image), [scroll image](/reference/images/scroll-image), [create image](/reference/images/create-image) [Image](/reference/images/image), [show animation](/reference/basic/show-animation), [show image](/reference/images/show-image), [scroll image](/reference/images/scroll-image), [create image](/reference/images/create-image)

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# Create Image # Create Image
Create an [Image](/reference/image/image) to show on the [LED screen](/device/screen). Create an [Image](/reference/images/image) to show on the [LED screen](/device/screen).
```sig ```sig
images.createImage(` images.createImage(`
@ -35,5 +35,5 @@ input.onGesture(Gesture.Shake, () => {
### See also ### See also
[show animation](/reference/basic/show-animation), [image](/reference/image/image), [show image](/reference/image/show-image), [scroll image](/reference/image/scroll-image) [show animation](/reference/basic/show-animation), [image](/reference/images/image), [show image](/reference/image/show-image), [scroll image](/reference/image/scroll-image)

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@ -2,7 +2,7 @@
The pixel function. The pixel function.
Get the state of a pixel in an [Image](/reference/image/image). Get the state of a pixel in an [Image](/reference/images/image).
### KindScript ### KindScript
@ -12,8 +12,8 @@ export function pixel(_this: micro_bit.Image, x: number, y: number) : boolean
### Parameters ### Parameters
* x - [Number](/reference/types/number); the *x coordinate* or horizontal position of a pixel in an [image](/reference/image/image) * x - [Number](/reference/types/number); the *x coordinate* or horizontal position of a pixel in an [image](/reference/images/image)
* y - [Number](/reference/types/number); the *y coordinate* or vertical position of a pixel in an [image](/reference/image/image) * y - [Number](/reference/types/number); the *y coordinate* or vertical position of a pixel in an [image](/reference/images/image)
### x, y coordinates? ### x, y coordinates?
@ -47,5 +47,5 @@ let state = img.pixel(0, 0)
### See also ### See also
[set pixel](/reference/images/set-pixel), [show image](/reference/images/show-image), [image](/reference/image/image), [create image](/reference/images/create-image), [scroll image](/reference/images/scroll-image) [set pixel](/reference/images/set-pixel), [show image](/reference/images/show-image), [image](/reference/images/image), [create image](/reference/images/create-image), [scroll image](/reference/images/scroll-image)

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@ -2,7 +2,7 @@
The plot frame function. The plot frame function.
Display an [Image](/reference/image/image) on the BBC micro:bit's [LED screen](/device/screen) Display an [Image](/reference/images/image) on the BBC micro:bit's [LED screen](/device/screen)
### KindScript ### KindScript
@ -37,5 +37,5 @@ img.plotFrame(1)
### See also ### See also
[create image](/reference/images/create-image), [show animation](/reference/basic/show-animation), [image](/reference/image/image), [show image](/reference/images/show-image), [scroll image](/reference/images/scroll-image) [create image](/reference/images/create-image), [show animation](/reference/basic/show-animation), [image](/reference/images/image), [show image](/reference/images/show-image), [scroll image](/reference/images/scroll-image)

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@ -2,7 +2,7 @@
The plot image function. The plot image function.
Display an [Image](/reference/image/image) on the BBC micro:bit's [LED screen](/device/screen) Display an [Image](/reference/images/image) on the BBC micro:bit's [LED screen](/device/screen)
### KindScript ### KindScript
@ -37,5 +37,5 @@ img.plotImage(0)
### See also ### See also
[create image](/reference/images/create-image), [show animation](/reference/basic/show-animation), [image](/reference/image/image), [show image](/reference/images/show-image), [scroll image](/reference/images/scroll-image) [create image](/reference/images/create-image), [show animation](/reference/basic/show-animation), [image](/reference/images/image), [show image](/reference/images/show-image), [scroll image](/reference/images/scroll-image)

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@ -2,7 +2,7 @@
The scroll image function. The scroll image function.
Scrolls the frames within an [Image](/reference/image/image) on the [LED screen](/device/screen). Scrolls the frames within an [Image](/reference/images/image) on the [LED screen](/device/screen).
### Block Editor ### Block Editor
@ -69,5 +69,5 @@ img.scrollImage(5, 1000)
### See also ### See also
[show image](/reference/images/show-image), [image](/reference/image/image), [create image](/reference/images/create-image), [show animation](/reference/basic/show-animation) [show image](/reference/images/show-image), [image](/reference/images/image), [create image](/reference/images/create-image), [show animation](/reference/basic/show-animation)

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@ -2,7 +2,7 @@
The set pixel function. #set pixel. The set pixel function. #set pixel.
Set the on/off state of pixel in an [Image](/reference/image/image). Set the on/off state of pixel in an [Image](/reference/images/image).
### KindScript ### KindScript
@ -12,8 +12,8 @@ export function setPixel(_this: micro_bit.Image, x: number, y: number, value: bo
### Parameters ### Parameters
* x - [Number](/reference/types/number); the *x coordinate* or horizontal position of a pixel in an [image](/reference/image/image) * x - [Number](/reference/types/number); the *x coordinate* or horizontal position of a pixel in an [image](/reference/images/image)
* x - [Number](/reference/types/number); the *y coordinate* or vertical position of a pixel in an [image](/reference/image/image) * x - [Number](/reference/types/number); the *y coordinate* or vertical position of a pixel in an [image](/reference/images/image)
* value -[Boolean](/reference/types/boolean); the on/off state of a pixel; `true` for on, `false` for off * value -[Boolean](/reference/types/boolean); the on/off state of a pixel; `true` for on, `false` for off
### x, y coordinates? ### x, y coordinates?
@ -38,5 +38,5 @@ img.showImage(0)
### See also ### See also
[pixel](/reference/images/pixel), [show image](/reference/images/show-image), [image](/reference/image/image), [create image](/reference/images/create-image), [scroll image](/reference/images/scroll-image) [pixel](/reference/images/pixel), [show image](/reference/images/show-image), [image](/reference/images/image), [create image](/reference/images/create-image), [scroll image](/reference/images/scroll-image)

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@ -2,7 +2,7 @@
The show frame function. The show frame function.
Display an [Image](/reference/image/image) on the BBC micro:bit's [LED screen](/device/screen) Display an [Image](/reference/images/image) on the BBC micro:bit's [LED screen](/device/screen)
### KindScript ### KindScript
@ -37,5 +37,5 @@ img.showFrame(1)
### See also ### See also
[create image](/reference/images/create-image), [show animation](/reference/basic/show-animation), [image](/reference/image/image), [show image](/reference/images/show-image), [scroll image](/reference/images/scroll-image) [create image](/reference/images/create-image), [show animation](/reference/basic/show-animation), [image](/reference/images/image), [show image](/reference/images/show-image), [scroll image](/reference/images/scroll-image)

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@ -2,7 +2,7 @@
The show image function. The show image function.
Show an [Image](/reference/image/image) on the [LED screen](/device/screen), followed by a 400ms pause. Show an [Image](/reference/images/image) on the [LED screen](/device/screen), followed by a 400ms pause.
### Block Editor ### Block Editor
@ -20,7 +20,7 @@ export function showImage(_this: micro_bit.Image, xOffset: number)
### Create image and show image ### Create image and show image
Use the [image editor](/reference/image/image) to create images using the [create image](/reference/image/create-image) function, and then use `show image` like this: Use the [image editor](/reference/images/image) to create images using the [create image](/reference/image/create-image) function, and then use `show image` like this:
``` ```
let img = images.createImage(` let img = images.createImage(`
@ -57,5 +57,5 @@ for (let i = 0; i < 5; i++) {
### See also ### See also
[show animation](/reference/basic/show-animation), [image](/reference/image/image), [create image](/reference/images/create-image), [scroll image](/reference/images/scroll-image) [show animation](/reference/basic/show-animation), [image](/reference/images/image), [create image](/reference/images/create-image), [scroll image](/reference/images/scroll-image)

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@ -2,7 +2,7 @@
The width function. The width function.
Get the width of an [Image](/reference/image/image) in columns. Get the width of an [Image](/reference/images/image) in columns.
### KindScript ### KindScript

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@ -1,6 +1,6 @@
# Plot LEDs # Plot LEDs
Display an [Image](/reference/image/image) on the BBC micro:bit's [LED screen](/device/screen). NOTE: `basic -> plot image` has been replaced by `basic -> show leds`. Display an [Image](/reference/images/image) on the BBC micro:bit's [LED screen](/device/screen). NOTE: `basic -> plot image` has been replaced by `basic -> show leds`.
### KindScript syntax ### KindScript syntax
@ -36,5 +36,5 @@ basic.plotLeds(`
### See also ### See also
[show animation](/reference/basic/show-animation), [image](/reference/image/image), [show image](/reference/images/show-image), [scroll image](/reference/images/scroll-image) [show animation](/reference/basic/show-animation), [image](/reference/images/image), [show image](/reference/images/show-image), [scroll image](/reference/images/scroll-image)

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@ -1,6 +1,6 @@
# Screenshot # Screenshot
Make an [Image](/reference/image/image) out of the current state of the [LED screen](/device/screen). Make an [Image](/reference/images/image) out of the current state of the [LED screen](/device/screen).
```sig ```sig
led.screenshot(); led.screenshot();
@ -12,7 +12,7 @@ led.screenshot();
### Returns ### Returns
* an [Image](/reference/image/image) of what is currently visible on the [LED screen](/device/screen) * an [Image](/reference/images/image) of what is currently visible on the [LED screen](/device/screen)
### See also ### See also

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@ -31,5 +31,5 @@ radio.onDataReceived(() => {
### See also ### See also
[receive number](/radio/receive-number), [send number](/radio/send-number), [set group](/reference/radio/set-group) [receive number](/reference/radio/receive-number), [send number](/radio/send-number), [set group](/reference/radio/set-group)

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@ -30,5 +30,5 @@ input.onButtonPressed(Button.A, () => {
### See also ### See also
[receive number](/input/receive-number), [on data received](/reference/radio/on-data-received) [receive number](/reference/radio/receive-number), [on data received](/reference/radio/on-data-received)

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@ -18,7 +18,7 @@ radio.setGroup(1)
### Parameters ### Parameters
* ``id`` -- a [number](/number) between ``0`` and ``255``. * ``id`` -- a [number](/reference/types/number) between ``0`` and ``255``.
### Example ### Example
@ -30,5 +30,5 @@ radio.setGroup(128)
### See also ### See also
[receive number](/radio/receive-number), [send number](/radio/send-number), [on data received](/radio/on-data-received) [receive number](/reference/radio/receive-number), [send number](/reference/radio/send-number), [on data received](/reference/radio/on-data-received)

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@ -4,7 +4,7 @@ How to define and use local variables.
### @parent language ### @parent language
A variable is a place where you can store and retrieve data. Variables have a name, a [type](/blocks/types), and value: A variable is a place where you can store and retrieve data. Variables have a name, a [type](/reference/types), and value:
* *name* is how you'll refer to the variable * *name* is how you'll refer to the variable
* *type* refers to the kind of data a variable can store * *type* refers to the kind of data a variable can store
@ -12,12 +12,15 @@ A variable is a place where you can store and retrieve data. Variables have a na
### Var statement ### Var statement
Use the Block Editor variable statement to create a local variable and the [assignment operator](/reference/variables/assign) to store something in the variable. Use the Block Editor variable statement to create a variable
and the [assignment operator](/reference/variables/assign)
to store something in the variable.
For example, this code stores the number `2` in the `num1` variable: For example, this code stores the number `2` in the `x` variable:
![](/static/mb/blocks/var-0.png)
```blocks
let x = 2;
```
Here's how to define a variable in the Block Editor: Here's how to define a variable in the Block Editor:
1. Click `variables`. 1. Click `variables`.
@ -26,57 +29,53 @@ Here's how to define a variable in the Block Editor:
3. Drag a block type on the right-side of the [assignment operator](/reference/variables/assign) and click the down arrow to change the variable name. 3. Drag a block type on the right-side of the [assignment operator](/reference/variables/assign) and click the down arrow to change the variable name.
The resulting code should look something like this:
// string variable
![](/static/mb/blocks/var-1.png)
// number variable
![](/static/mb/blocks/var-2.png)
// boolean variable
![](/static/mb/blocks/var-3.png)
// image variable
![](/static/mb/blocks/var-4.png)
See [Image](/blocks/image) for info on creating and using image variables.
The resulting code should look something like this:
![](/static/mb/blocks/var-5.png)
A variable is created for the number returned by the [brightness](/reference/led/brightness) function. A variable is created for the number returned by the [brightness](/reference/led/brightness) function.
```blocks
let b = led.brightness();
```
### Using variables ### Using variables
Once you've defined a variable, just use the variable's name whenever you need what's stored in the variable. For example, the following code shows the value stored in `counter` on the LED screen: Once you've defined a variable, just use the variable's name whenever you need what's stored in the variable. For example, the following code shows the value stored in `counter` on the LED screen:
![](/static/mb/blocks/var-6.png) ```blocks
let counter = 1;
basic.showNumber(counter);
```
To change the contents of a variable use the assignment operator. The following code sets `counter` to 1 and then increments `counter` by 10: To change the contents of a variable use the assignment operator. The following code sets `counter` to 1 and then increments `counter` by 10:
![](/static/mb/blocks/var-7.png) ```blocks
let counter = 1;
counter = counter + 10;
basic.showNumber(counter);
```
### Why use variables? ### Why use variables?
Variables help simplify your code. For example, instead of turning on LEDs one by one like this: If you want to remember and modify data, you'll need a variable.
A counter is a great example:
![](/static/mb/blocks/var-8.png) ```blocks
let counter = 0;
You can use a variable (`i`) and a [for loop](/reference/loops/for) to plot the same series of points (`i` is incremented by 1, each time the loop repeats): input.onButtonPressed(Button.A, () => {
counter = counter + 1;
![](/static/mb/blocks/var-9.png) basic.showNumber(counter);
});
```
### Local variables ### Local variables
Local variables exist only within the function or block of code where they're defined. For example: Local variables exist only within the function or block of code where they're defined. For example:
![](/static/mb/blocks/comment-0.png) ```blocks
// x does NOT exist here.
if (led.brightness() > 128) {
// x exists here
let x = 0;
}
```
#### Notes #### Notes
@ -88,5 +87,5 @@ Local variables exist only within the function or block of code where they're de
### See also ### See also
[types](/blocks/types), [assignment operator](/reference/variables/assign) [types](/reference/types), [assignment operator](/reference/variables/assign)

View File

@ -34,7 +34,7 @@ Welcome to the Touch Develop home page for the BBC micro:bit. Below you will fin
* [Number](/reference/types/number) * [Number](/reference/types/number)
* [Boolean](/reference/types/boolean) * [Boolean](/reference/types/boolean)
* [String](/reference/types/string) * [String](/reference/types/string)
* [Image](/reference/image/image) * [Image](/reference/images/image)
### Statements and control structures ### Statements and control structures

View File

@ -13,45 +13,29 @@ A variable is a place where you can store and retrieve data. Variables have a na
### `var` and `let` statement ### `var` and `let` statement
Use the Touch Develop *var* statement to create a local variable and the [assignment operator](/reference/variables/assign) `=` to store something in the variable. The ``var`` keyword declares a global variables that is defined within the entire scope of the function.
The ``let`` keyword defined a block-scoped variable, similarly to other languages like Java, C# or C.
For example, this code stores the number `2` in the `num1` variable: For example, this code stores the number `2` in the `num1` variable:
``` * number variable
```blocks
let num1 = 2 let num1 = 2
``` ```
Here's how to define a variable in the Touch Develop editor: * string variable
```blocks
1. Click `var`.
2. Change the default variable name if you like.
3. Click on the right-side of the [assignment operator](/reference/variables/assign) `:=` and type or click what you want to store in the variable.
The resulting code should look something like this:
// string variable
```
let name = "Mike" let name = "Mike"
``` ```
// number variable * boolean variable
``` ```blocks
let counter = 1
```
// boolean variable
```
let bool = true let bool = true
``` ```
// image variable * image variable
```blocks
```
let img = images.createImage(` let img = images.createImage(`
. . # . . . . # . .
. # # # . . # # # .
@ -62,34 +46,19 @@ let img = images.createImage(`
``` ```
See [Image](/reference/image/image) for info on creating and using image variables. See [Image](/reference/image/image) for info on creating and using image variables.
### Store in var button
Another way to define a variable is to use the `store in var` button. Here's how:
* in the [Touch Develop editor](/js/editor), click a function button that returns a value (i.e. `led` `->` `brightness`)
* click `store in var`
* click `rename` to change the default variable name
The resulting code should look something like this:
```
let brightness = led.brightness()
```
A variable is created for the number returned by the [brightness](/reference/led/brightness) function.
### Using variables ### Using variables
Once you've defined a variable, just use the variable's name whenever you need what's stored in the variable. For example, the following code shows the value stored in `counter` on the LED screen: Once you've defined a variable, just use the variable's name whenever you need what's stored in the variable. For example, the following code shows the value stored in `counter` on the LED screen:
``` ```
let counter = 5;
basic.showNumber(counter, 100) basic.showNumber(counter, 100)
``` ```
To change the contents of a variable use the assignment operator `:=`. The following code sets `counter` to 1 and then increments `counter` by 10: To change the contents of a variable use the assignment operator `:=`. The following code sets `counter` to 1 and then increments `counter` by 10:
``` ```
let counter = 0;
counter = 1 counter = 1
counter = counter + 10 counter = counter + 10
``` ```
@ -127,12 +96,7 @@ if (led.brightness() > 127) {
} }
``` ```
Use [global variables](/js/data) when you need to access a variable in nested code blocks or across multiple functions. Use **global variables** when you need to access a variable in nested code blocks or across multiple functions.
#### Notes
* You can use the default variable names if you'd like, however, it's best to use descriptive variable names. To change a variable name in the editor, select the variable and then click `rename`.
* Be careful not to confuse the assignment `:=` operator with the equals `=` operator.
### Lessons ### Lessons
@ -140,5 +104,5 @@ Use [global variables](/js/data) when you need to access a variable in nested co
### See also ### See also
[global variables](/js/data), [types](/js/types), [assignment operator](/reference/variables/assign) [types](/reference/types), [assignment operator](/reference/variables/assign)