Fix a few bugs found by translators (#612)
* Fix a few bugs found by translators * Edits and hint block * Typo
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# Show String
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# Show String
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Show a number on the [LED screen](/device/screen). It will slide left if it is bigger than the screen.
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Show a sting on the [LED screen](/device/screen). It will slide left if it is bigger than the screen.
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```sig
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```sig
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basic.showString("Hello!")
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basic.showString("Hello!")
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@ -20,8 +20,26 @@ A **g** is as much acceleration as you get from Earth's gravity.
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* **dimension**: the direction you are checking for acceleration, or the total strength of force.
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* **dimension**: the direction you are checking for acceleration, or the total strength of force.
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>`x`: acceleration in the left and right direction.<br/>
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>`x`: acceleration in the left and right direction.<br/>
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`y`: acceleration in the forward and backward direction.<br/>
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`y`: acceleration in the forward and backward direction.<br/>
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`z`: acceleration the up and down direction.<br/>
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`z`: acceleration in the up and down direction.<br/>
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`strength`: the total of all the forces in every dimension (direction) together.
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`strength`: the resulting strength of acceleration from all three dimensions (directions).
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### ~hint
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**Forces in space**
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Since we don't live on a flat world, forces happen in three dimensional space. If the movement of an object isn't exactly in the direction of one axis, we need a way to calculate its acceleration from the values measured for all the axes together.
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If you put your @boardname@ on a level table and push it diagonally, you have an acceleration in two dimensions. You can find the acceleration in that direction just like how you calculate the long side of a triangle using the two shorter sides (**X** and **Y**):
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```strength2D = Math.sqrt((accelX * accelX) + (accelY * accelY))```
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If you decide to lift your @boardname@ off the table, then you've just added another dimension, so insert the acceleration value for the **Z** axis into the equation:
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```strength3D = Math.sqrt((accelX * accelX) + (accelY * accelY) + (accelZ * accelZ))```
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This calculation is called the [Euclidean norm](https://en.wikipedia.org/wiki/Euclidean_norm) of acceleration.
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### ~
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## Returns
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## Returns
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@ -2,7 +2,7 @@
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## Step 1
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## Step 1
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Welcome! Place the ``||basic:show string||`` block in the ``||basic:on start||`` slot. Replace the ``"Hello"`` text with your name. Did you see it scroll?.
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Welcome! Place the ``||basic:show string||`` block in the ``||basic:on start||`` slot. Replace the ``"Hello"`` text with your name. Did you see it scroll?
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```blocks
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```blocks
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basic.showString("Micro!")
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basic.showString("Micro!")
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