Fix a few bugs found by translators (#612)

* Fix a few bugs found by translators

* Edits and hint block

* Typo
This commit is contained in:
Galen Nickel 2018-01-30 08:54:13 -08:00 committed by Peli de Halleux
parent 06b4e17918
commit e20ac7f992
3 changed files with 22 additions and 4 deletions

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# Show String # Show String
Show a number on the [LED screen](/device/screen). It will slide left if it is bigger than the screen. Show a sting on the [LED screen](/device/screen). It will slide left if it is bigger than the screen.
```sig ```sig
basic.showString("Hello!") basic.showString("Hello!")

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@ -20,8 +20,26 @@ A **g** is as much acceleration as you get from Earth's gravity.
* **dimension**: the direction you are checking for acceleration, or the total strength of force. * **dimension**: the direction you are checking for acceleration, or the total strength of force.
>`x`: acceleration in the left and right direction.<br/> >`x`: acceleration in the left and right direction.<br/>
`y`: acceleration in the forward and backward direction.<br/> `y`: acceleration in the forward and backward direction.<br/>
`z`: acceleration the up and down direction.<br/> `z`: acceleration in the up and down direction.<br/>
`strength`: the total of all the forces in every dimension (direction) together. `strength`: the resulting strength of acceleration from all three dimensions (directions).
### ~hint
**Forces in space**
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.
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**):
```strength2D = Math.sqrt((accelX * accelX) + (accelY * accelY))```
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:
```strength3D = Math.sqrt((accelX * accelX) + (accelY * accelY) + (accelZ * accelZ))```
This calculation is called the [Euclidean norm](https://en.wikipedia.org/wiki/Euclidean_norm) of acceleration.
### ~
## Returns ## Returns

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## Step 1 ## Step 1
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?. 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?
```blocks ```blocks
basic.showString("Micro!") basic.showString("Micro!")