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...

53 Commits

Author SHA1 Message Date
653d8f6f5c 0.0.93 2018-02-07 01:50:28 -08:00
ac0a9f0710 Various example of LavView vs MakeCode (#309)
* screenshots

* more screenshots

* added pics

* more writup

* more examples
2018-02-07 01:42:46 -08:00
2cce2a39b8 updated colors for motor/math 2018-02-07 01:42:16 -08:00
a337403afa 0.0.92 2018-02-06 23:19:06 -08:00
fd9d118fa4 reversed => Inverted (#308)
* renaming "setReversed" to "setInverted" to match LabView

* fixing samples

* typo
2018-02-06 23:18:36 -08:00
e94ac6f6f1 renaming brick.setLight to brick.setStatusLight (#307)
* renaming brick.setLight to brick.setStatusLight

* updated docs
2018-02-06 22:18:39 -08:00
88c58b4e76 First set of 'motors' topics (#305)
* Start of 'motors' topics

* Draft the 'motor motion' side doc

* Add / update more topics

* Last blast of edits

* Capture some more edits

* Put in movement and steering details
2018-02-06 19:43:50 -08:00
e2eb5f35af upgrading to node.js 8 (#306) 2018-02-06 12:50:39 -08:00
71fe612ced 0.0.91 2018-02-05 16:38:50 -08:00
e58ec06e91 IR button indexing fixes (#303)
* IR remote id fixes

* hiding private api

* fixing indexing of buttons
2018-02-05 15:11:11 -08:00
538493369b adding button class on remote buttons 2018-02-05 13:57:24 -08:00
56dd8e0875 enabling doc checks 2018-02-03 09:11:49 -08:00
1f7ef637b2 Fix links in target 2018-02-03 09:09:10 -08:00
f4f2e0ba0e 0.0.90 2018-02-02 14:19:17 -08:00
22c31c57df fix port bug 2018-02-02 14:19:07 -08:00
6879961297 0.0.89 2018-02-02 13:39:18 -08:00
69fcb7407a Simulator support for remote (#302)
* fixing up state

* upgrading ir simulator

* displaying remote

* updated infrared svg
2018-02-02 13:38:54 -08:00
4dfada877c Implement simulator sensor for ambient and reflected light (#301)
* Initial work

* More stuff

* Stuff

* Stuff

* Hardcoded dashed line

* High and low thresholds

* Use rect bBox

* Add back grabbing hand

* Threshold placement

* Cleanup

* Don't need defs

* pxtarget

* Remove dashed lines for now
2018-02-02 13:24:50 -08:00
b10b636766 0.0.88 2018-02-02 09:48:51 -08:00
ba47fb0589 Support for remote control buttons (#300)
* refactor beacon function inside IR sensor

* towards sim support

* channel labels

* reverting to singletons

* hiding unused apis

* lazy allocation of button instances

* tracking button state

* hook up the state
2018-02-02 09:48:27 -08:00
f36e14fe69 renaming remote button names 2018-02-01 22:33:05 -08:00
8bab919db2 0.0.87 2018-02-01 22:21:15 -08:00
89a82b54dc Ir proximity in simulator (#299)
* support for IR proximity

* fixing build issue

* missing break

* remove auto-start of sensor

* setting mode on onEvent

* flooring slider value

* bump up proximity

* fixing threshold blocks
2018-02-01 22:03:01 -08:00
15ee6ebe9c 0.0.86 2018-02-01 16:46:10 -08:00
9bf50665fc improving the spacing & block names (#298) 2018-02-01 16:21:08 -08:00
f594cdefac add infrared sensor in ev3 library (#296) 2018-02-01 16:18:20 -08:00
5ce7a83f5d 0.0.85 2018-02-01 14:41:42 -08:00
d7ef7c353c typo in generated filter 2018-02-01 14:08:28 -08:00
c7cb300cd9 fixing lights in Edge/Firefox 2018-02-01 14:03:36 -08:00
4e194536d3 0.0.84 2018-01-31 20:10:23 -08:00
570cd7474f upgrade pxt 2018-01-31 20:10:13 -08:00
9ea5597734 0.0.83 2018-01-31 18:10:38 -08:00
2c0cc6a3d7 Use decodebase64 (#295)
* avoid atob directly

* prevent port names to be selected

* updated pxt
2018-01-31 18:10:15 -08:00
08f79c5a1a 0.0.82 2018-01-31 15:39:03 -08:00
f817912e07 bump pxt 2018-01-31 15:38:51 -08:00
603932c2b6 0.0.81 2018-01-31 14:21:45 -08:00
a0907e7229 fixing button down issues on touch/mouse (#294) 2018-01-31 14:21:17 -08:00
635d4a7624 Fixing race condition of button animation (#292) 2018-01-31 11:48:53 -08:00
69d3938d85 0.0.80 2018-01-31 10:04:55 -08:00
f08f9105ba Clean generated files (#289)
* clean generated files

* updating gitingore to drop generated files

* updated package lock
2018-01-31 10:04:40 -08:00
7228cbe1cb updated logo 2018-01-31 09:04:52 -08:00
1ea0a0172a adding highcontrast logo 2018-01-31 08:53:21 -08:00
d548dfb578 moving print ports to examples (#288) 2018-01-31 08:44:58 -08:00
a52ce112dc adding high contrast lego logo 2018-01-31 08:44:35 -08:00
ea956f1a73 Buttons rename (#287)
* renaming up/down/click to released/pressed/bump

* missing images

* fixing signature issue

* updated strings

* white lego logo
2018-01-31 08:28:00 -08:00
ba1b9a54b4 0.0.79 2018-01-30 22:41:37 -08:00
59e39fa76d fixing field width 2018-01-30 22:41:18 -08:00
9187c47e09 0.0.78 2018-01-30 22:22:44 -08:00
fcf91caeb4 Zoom screen (#285)
* always start with full brick layout

* adding 'on start' to template

* render entire board when selected

* zoom brick when clicking on screen

* resize when zooming

* toggle zooming of the brick

* inject close icon when selected

* fix toggling
2018-01-30 22:22:21 -08:00
822227eb48 Brick ref topics 02 (#283)
* Add brick button topics

* Add the rest of the brick api
2018-01-30 20:58:18 -08:00
8a331648d6 Field editor fixes in Firefox (#284)
* fixing speed field picker

* switching to open sans

* alignment-baseline not support in FF
2018-01-30 20:40:41 -08:00
4f70d341e4 Start on the 'brick' api topics (#280)
* Start on the 'brick' api topics

* Add the delay to clear screen example

* Better output for clearsceen example
2018-01-30 17:02:22 -08:00
e06659ab4c removing group icons (#282) 2018-01-30 16:40:08 -08:00
178 changed files with 2564 additions and 1880 deletions

3
.gitignore vendored
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@ -16,6 +16,9 @@ clients/win10/*.opendb
clients/**/bin/**
clients/**/obj/**
clients/electron/projects
libs/**/_locales/**
libs/**/shims.d.ts
libs/**/enums.d.ts
videos/**

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@ -41,3 +41,30 @@
## Reference #reference
* [Reference](/reference)
* [Brick](/reference/brick)
* [show string](/reference/brick/show-string)
* [show number](/reference/brick/show-number)
* [show value](/reference/brick/show-value)
* [show mood](/reference/brick/show-mood)
* [show image](/reference/brick/show-image)
* [clear screen](/reference/brick/clear-screen)
* [on event](/reference/brick/button/on-event)
* [is pressed](/reference/brick/button/is-pressed)
* [was pressed](/reference/brick/button/was-pressed)
* [pause until](/reference/brick/button/pause-until)
* [set light](/reference/brick/set-status-light)
* [battery level](/reference/brick/battery-level)
* [Motors](/reference/motors)
* [set speed](/reference/motors/motor/set-speed)
* [stop](/reference/motors/motor/stop)
* [reset](/reference/motors/motor/reset)
* [set brake](/reference/motors/motor/set-brake)
* [set inverted](/reference/motors/motor/set-inverted)
* [set regulated](/reference/motors/motor/set-regulated)
* [tank](/reference/motors/synced/tank)
* [steer](/reference/motors/synced/steer)
* [tacho](/reference/motors/motor/tacho)
* [angle](/reference/motors/motor/angle)
* [speed](/reference/motors/motor/speed)
* [clear counts](/reference/motors/motor/clear-counts)
* [stop all motors](/reference/motors/stop-all-motors)

View File

@ -7,19 +7,19 @@ Welcome to the **Microsoft MakeCode** editor for the **@boardname@**!
You can program the @boardname@ using [Blocks](/blocks) or [JavaScript](/javascript) in your web browser:
```blocks
brick.buttonEnter.onEvent(ButtonEvent.Click, () => {
brick.buttonEnter.onEvent(ButtonEvent.Bumped, () => {
motors.largeA.setSpeed(50)
})
```
```typescript
brick.buttonEnter.onEvent(ButtonEvent.Click, () => {
brick.buttonEnter.onEvent(ButtonEvent.Bumped, () => {
motors.largeA.setSpeed(50)
})
```
The editor work in [most modern browsers](/browsers), work [offline](/offline) once loaded and do not require any installation.
## [Compile and Flash: Your Program!](/device/usb)
## Compile and Flash: Your Program!
When you have your code ready, you connect your @boardname@ to a computer via a USB cable
so it appears as a mounted drive (named **EV3**).
@ -33,7 +33,7 @@ You can run your code using the micro:bit simulator, all within the confines of
The simulator has support for the LED screen, buttons, as well as compass, accelerometer, and digital I/O pins.
```sim
brick.buttonEnter.onEvent(ButtonEvent.Click, () => {
brick.buttonEnter.onEvent(ButtonEvent.Bumped, () => {
motors.largeA.setSpeed(50)
})
```

View File

@ -2,7 +2,7 @@
```blocks
let speed = 0;
sensors.touch1.onEvent(TouchSensorEvent.Pressed, function () {
sensors.touch1.onEvent(ButtonEvent.Pressed, function () {
if (speed < 100)
speed = speed + 10;
motors.largeBC.setSpeed(speed);

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@ -2,12 +2,12 @@
```blocks
let speed = 0;
sensors.touch1.onEvent(TouchSensorEvent.Pressed, function () {
sensors.touch1.onEvent(ButtonEvent.Pressed, function () {
if (speed < 100)
speed = speed + 10;
motors.largeBC.setSpeed(speed);
})
sensors.touch2.onEvent(TouchSensorEvent.Pressed, function () {
sensors.touch2.onEvent(ButtonEvent.Pressed, function () {
if (speed > -100)
speed = speed - 10;
motors.largeBC.setSpeed(speed);

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@ -17,11 +17,11 @@ function update() {
brick.showString("speed: " + speed, 1)
motors.largeBC.setSpeed(speed)
}
sensors.touch2.onEvent(TouchSensorEvent.Pressed, function () {
sensors.touch2.onEvent(ButtonEvent.Pressed, function () {
accelerate()
update()
})
sensors.touch1.onEvent(TouchSensorEvent.Pressed, function () {
sensors.touch1.onEvent(ButtonEvent.Pressed, function () {
decelerate()
update()
})

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@ -1,7 +1,7 @@
# Ignition Activity 1
```blocks
sensors.touch1.onEvent(TouchSensorEvent.Pressed, function () {
sensors.touch1.onEvent(ButtonEvent.Pressed, function () {
brick.showImage(images.eyesDizzy)
})
sensors.ultrasonic4.onEvent(UltrasonicSensorEvent.ObjectDetected, function () {

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@ -7,7 +7,7 @@ sensors.color3.onLightChanged(LightIntensityMode.Ambient, LightCondition.Bright,
sensors.color3.onLightChanged(LightIntensityMode.Ambient, LightCondition.Dark, function () {
brick.showImage(images.objectsLightOn)
})
sensors.touch1.onEvent(TouchSensorEvent.Pressed, function () {
sensors.touch1.onEvent(ButtonEvent.Pressed, function () {
brick.showImage(images.objectsLightOn);
})
```

View File

@ -1,12 +1,12 @@
# Reversing the robot Activity 1
```blocks
brick.buttonEnter.onEvent(ButtonEvent.Click, function () {
brick.buttonEnter.onEvent(ButtonEvent.Bumped, function () {
motors.largeBC.setSpeed(50)
sensors.touch1.pauseUntil(TouchSensorEvent.Pressed)
sensors.touch1.pauseUntil(ButtonEvent.Pressed)
motors.largeBC.setSpeed(0)
loops.pause(1000)
brick.setLight(BrickLight.OrangeFlash)
brick.setStatusLight(StatusLight.OrangeFlash)
motors.largeBC.setSpeed(-50)
loops.pause(2000)
motors.largeBC.setSpeed(0)

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@ -1,13 +1,13 @@
# Reversing the robot Activity 2
```blocks
brick.buttonEnter.onEvent(ButtonEvent.Click, function () {
sensors.touch1.pauseUntil(TouchSensorEvent.Pressed)
brick.buttonEnter.onEvent(ButtonEvent.Bumped, function () {
sensors.touch1.pauseUntil(ButtonEvent.Pressed)
motors.largeBC.setSpeed(50)
sensors.touch2.pauseUntil(TouchSensorEvent.Pressed)
sensors.touch2.pauseUntil(ButtonEvent.Pressed)
motors.largeBC.setSpeed(0)
loops.pause(1000)
brick.setLight(BrickLight.OrangeFlash)
brick.setStatusLight(StatusLight.OrangeFlash)
motors.largeBC.setSpeed(-50)
loops.pause(2000)
motors.largeBC.setSpeed(0)

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@ -1,16 +1,16 @@
# Reversing the robot Activity 3
```blocks
brick.buttonEnter.onEvent(ButtonEvent.Click, function () {
brick.buttonEnter.onEvent(ButtonEvent.Bumped, function () {
brick.showImage(images.eyesSleeping)
sensors.touch1.pauseUntil(TouchSensorEvent.Pressed)
sensors.touch1.pauseUntil(ButtonEvent.Pressed)
brick.showImage(images.eyesNeutral)
motors.largeBC.setSpeed(50)
sensors.touch2.pauseUntil(TouchSensorEvent.Pressed)
sensors.touch2.pauseUntil(ButtonEvent.Pressed)
brick.showImage(images.eyesTiredMiddle)
motors.largeBC.setSpeed(0)
loops.pause(1000)
brick.setLight(BrickLight.OrangeFlash)
brick.setStatusLight(StatusLight.OrangeFlash)
brick.showImage(images.eyesDizzy)
motors.largeBC.setSpeed(-50)
loops.pause(2000)

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@ -2,16 +2,16 @@
```blocks
let drive: number[] = []
brick.buttonLeft.onEvent(ButtonEvent.Click, function () {
brick.buttonLeft.onEvent(ButtonEvent.Bumped, function () {
drive.push(1)
})
brick.buttonRight.onEvent(ButtonEvent.Click, function () {
brick.buttonRight.onEvent(ButtonEvent.Bumped, function () {
drive.push(3)
})
brick.buttonUp.onEvent(ButtonEvent.Click, function () {
brick.buttonUp.onEvent(ButtonEvent.Bumped, function () {
drive.push(4)
})
brick.buttonDown.onEvent(ButtonEvent.Click, function () {
brick.buttonDown.onEvent(ButtonEvent.Bumped, function () {
drive.push(5)
})
pauseUntil(() => drive.length >= 5)

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@ -2,23 +2,23 @@
```blocks
let drive: number[] = []
brick.buttonLeft.onEvent(ButtonEvent.Click, function () {
brick.buttonLeft.onEvent(ButtonEvent.Bumped, function () {
drive.push(1)
music.playSoundEffectUntilDone(sounds.systemClick)
})
brick.buttonRight.onEvent(ButtonEvent.Click, function () {
brick.buttonRight.onEvent(ButtonEvent.Bumped, function () {
drive.push(3)
music.playSoundEffectUntilDone(sounds.systemClick)
})
brick.buttonUp.onEvent(ButtonEvent.Click, function () {
brick.buttonUp.onEvent(ButtonEvent.Bumped, function () {
drive.push(4)
music.playSoundEffectUntilDone(sounds.systemClick)
})
brick.buttonDown.onEvent(ButtonEvent.Click, function () {
brick.buttonDown.onEvent(ButtonEvent.Bumped, function () {
drive.push(5)
music.playSoundEffectUntilDone(sounds.systemClick)
})
brick.buttonEnter.pauseUntil(ButtonEvent.Click);
brick.buttonEnter.pauseUntil(ButtonEvent.Bumped);
loops.pause(1000)
music.playSoundEffectUntilDone(sounds.communicationGo)
for (let d of drive) {

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@ -1,7 +1,7 @@
# Three Point Turn Activity 1
```blocks
brick.buttonEnter.onEvent(ButtonEvent.Click, function () {
brick.buttonEnter.onEvent(ButtonEvent.Bumped, function () {
motors.largeBC.tank(75, 30)
loops.pause(1500)
motors.largeBC.tank(-30, -75)

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@ -1,7 +1,7 @@
# Three Point Turn Activity 2
```blocks
brick.buttonEnter.onEvent(ButtonEvent.Click, function () {
brick.buttonEnter.onEvent(ButtonEvent.Bumped, function () {
motors.largeBC.tank(75, 30)
loops.pause(1500)
motors.largeBC.tank(-30, -75)

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@ -1,7 +1,7 @@
# Three Point Turn Activity 3
```blocks
brick.buttonEnter.onEvent(ButtonEvent.Click, function () {
brick.buttonEnter.onEvent(ButtonEvent.Bumped, function () {
motors.largeBC.tank(75, 30)
loops.pause(1500)
motors.largeBC.tank(-30, -75)

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@ -1,7 +1,7 @@
# Traffic Lights Activity 1
```blocks
brick.buttonEnter.onEvent(ButtonEvent.Click, function () {
brick.buttonEnter.onEvent(ButtonEvent.Bumped, function () {
motors.largeBC.tank(20, 20)
sensors.color3.pauseForColor(ColorSensorColor.Red)
motors.largeBC.tank(0, 0)

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@ -111,7 +111,7 @@ function stop() {
motors.stopAllMotors()
state = 0
moods.knockedOut.show();
sensors.touch3.pauseUntil(TouchSensorEvent.Pressed)
sensors.touch3.pauseUntil(ButtonEvent.Pressed)
moods.neutral.show();
}
sensors.ultrasonic4.onEvent(UltrasonicSensorEvent.ObjectNear, function () {

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@ -146,11 +146,11 @@ loops.forever(function () {
}
motors.stopAllMotors()
st = 0;
brick.setLight(BrickLight.RedPulse);
brick.setStatusLight(StatusLight.RedPulse);
brick.showImage(images.eyesKnockedOut)
music.playSoundEffect(sounds.movementsSpeedDown)
sensors.touch3.pauseUntil(TouchSensorEvent.Pressed)
brick.setLight(BrickLight.Off);
sensors.touch3.pauseUntil(ButtonEvent.Pressed)
brick.setStatusLight(StatusLight.Off);
})
// BHV

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@ -29,7 +29,7 @@ function DN() {
function MNRH() {
motors.mediumC.setBrake(true)
brick.showImage(images.legoEv3icon)
brick.setLight(BrickLight.OrangePulse)
brick.setStatusLight(StatusLight.OrangePulse)
while (!brick.buttonEnter.wasPressed()) {
if (brick.buttonUp.wasPressed()) {
motors.mediumC.setSpeed(-100);
@ -41,7 +41,7 @@ function MNRH() {
}
motors.mediumC.stop();
motors.mediumC.clearCounts();
brick.setLight(BrickLight.Green);
brick.setStatusLight(StatusLight.Green);
}
function IS(t: number) {

View File

@ -11,7 +11,7 @@ function INI() {
motors.mediumA.setSpeed(30, 1, MoveUnit.Seconds);
motors.mediumA.setSpeed(-50, 90, MoveUnit.Degrees);
motors.largeC.setSpeed(50)
sensors.touch1.pauseUntil(TouchSensorEvent.Pressed);
sensors.touch1.pauseUntil(ButtonEvent.Pressed);
motors.largeC.setSpeed(-50, 0.86, MoveUnit.Rotations);
}
@ -20,9 +20,9 @@ INI()
let down = false;
loops.forever(function () {
brick.showImage(images.informationQuestionMark)
brick.setLight(BrickLight.OrangePulse);
brick.setStatusLight(StatusLight.OrangePulse);
pauseUntil(() => (down = brick.buttonDown.wasPressed()) || brick.buttonUp.wasPressed())
brick.setLight(BrickLight.Off)
brick.setStatusLight(StatusLight.Off)
music.playSoundEffect(sounds.mechanicalAirRelease)
brick.showImage(images.informationAccept)
if (down) {

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@ -11,7 +11,7 @@ function INI() {
motors.mediumA.setSpeed(30, 1, MoveUnit.Seconds);
motors.mediumA.setSpeed(-50, 90, MoveUnit.Degrees);
motors.largeC.setSpeed(50)
sensors.touch1.pauseUntil(TouchSensorEvent.Pressed);
sensors.touch1.pauseUntil(ButtonEvent.Pressed);
motors.largeC.setSpeed(-50, 0.86, MoveUnit.Rotations);
}
@ -20,9 +20,9 @@ INI()
let down = false;
loops.forever(function () {
brick.showImage(images.informationQuestionMark)
brick.setLight(BrickLight.OrangePulse);
brick.setStatusLight(StatusLight.OrangePulse);
pauseUntil(() => (down = brick.buttonDown.wasPressed()) || brick.buttonUp.wasPressed())
brick.setLight(BrickLight.Off)
brick.setStatusLight(StatusLight.Off)
music.playSoundEffect(sounds.mechanicalAirRelease)
brick.showImage(images.informationAccept)
if (down) {

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@ -146,11 +146,11 @@ loops.forever(function () {
}
motors.stopAllMotors()
st = 0;
brick.setLight(BrickLight.RedPulse);
brick.setStatusLight(StatusLight.RedPulse);
brick.showImage(images.eyesKnockedOut)
music.playSoundEffect(sounds.movementsSpeedDown)
sensors.touch3.pauseUntil(TouchSensorEvent.Pressed)
brick.setLight(BrickLight.Off);
sensors.touch3.pauseUntil(ButtonEvent.Pressed)
brick.setStatusLight(StatusLight.Off);
})
// BHV

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@ -3,10 +3,10 @@
Use a touch sensor to make the brick happy.
```blocks
sensors.touch1.onEvent(TouchSensorEvent.Pressed, function () {
sensors.touch1.onEvent(ButtonEvent.Pressed, function () {
brick.showImage(images.expressionsBigSmile)
})
sensors.touch1.onEvent(TouchSensorEvent.Released, function () {
sensors.touch1.onEvent(ButtonEvent.Released, function () {
brick.showImage(images.expressionsSick)
})
```

View File

@ -44,7 +44,7 @@ loops.forever(function () {
lasterror = error
if (brick.buttonEnter.wasPressed()) {
motors.largeBC.setSpeed(0)
brick.buttonDown.pauseUntil(ButtonEvent.Click)
brick.buttonDown.pauseUntil(ButtonEvent.Bumped)
}
})
```

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@ -0,0 +1,40 @@
# Print Ports
```typescript
/**
* Print the port states on the screen
*/
//% blockId=brickPrintPorts block="print ports"
//% help=brick/print-ports
//% weight=1 group="Screen"
function printPorts() {
const col = 44;
clearScreen();
function scale(x: number) {
if (Math.abs(x) > 1000) return Math.round(x / 100) / 10 + "k";
return ("" + (x >> 0));
}
// motors
const datas = motors.getAllMotorData();
for(let i = 0; i < datas.length; ++i) {
const data = datas[i];
if (!data.actualSpeed && !data.count) continue;
const x = i * col;
print(`${scale(data.actualSpeed)}%`, x, brick.LINE_HEIGHT)
print(`${scale(data.count)}>`, x, 2 * brick.LINE_HEIGHT)
print(`${scale(data.tachoCount)}|`, x, 3 * brick.LINE_HEIGHT)
}
// sensors
const sis = sensors.internal.getActiveSensors();
for(let i =0; i < sis.length; ++i) {
const si = sis[i];
const x = (si.port() - 1) * col;
const v = si._query();
print(`${scale(v)}`, x, 9 * brick.LINE_HEIGHT)
}
}
```

251
docs/labview.md Normal file
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@ -0,0 +1,251 @@
# Coding in MakeCode
This guide is intended for users who are used to the LabView LEGO Minstorms editor.
## Snap the blocks
Just like LabView, blocks can be dragged from the cabinet and snapped together
to create a sequence of program instructions.
The program below **starts**, turns on motor A, waits a second and stop motor A.
![sequence of block](/static/labview/sequencing.png)
The blocks are similar: they snap on the ``||on start||`` block then latch to each other vertically.
```blocks
motors.largeA.setSpeed(50)
loops.pause(1000)
motors.largeA.stop()
```
All block programs can be converted to JavaScript and edited from there as well.
```typescript
motors.largeA.setSpeed(50)
loops.pause(1000)
motors.largeA.stop()
```
## Download to the EV3
The MakeCode editor provides a simulator to try out the code in your browser. It restarts automatically after you make a code change. Once you are ready to transfer it to the @boardname@, click the ``||Download||`` button and follow the instructions.
## Single motors
The program below controls a large motor on port A in a variety of ways: setting the speed,
setting the speed for a given time, angle or number of rotations.
![Single motor blocks](/static/labview/motors.png)
```blocks
motors.largeA.setSpeed(50);
motors.largeA.setSpeed(50, 1000, MoveUnit.MilliSeconds);
motors.largeA.setSpeed(50, 360, MoveUnit.Degrees);
motors.largeA.setSpeed(50, 1, MoveUnit.Rotations);
motors.largeA.stop();
```
## Steering
The **steering** blocks allow to synchronize two motors at a precise rate. They can also specify the duration, angle or number of rotations.
![Steering blocks](/static/labview/steer.png)
```blocks
motors.largeBC.steer(0, 50);
motors.largeBC.steer(0, 50, 1000, MoveUnit.MilliSeconds);
motors.largeBC.steer(0, 50, 360, MoveUnit.Degrees);
motors.largeBC.steer(0, 50, 1, MoveUnit.Rotations);
motors.largeBC.stop();
```
## Tank
The **tank** blocks control the speed of two motors, typically from a differential drive robot. They can also specify the duration, angle or number of rotations.
![Tank block](/static/labview/tank.png)
```blocks
motors.largeBC.tank(50, 50);
motors.largeBC.tank(50, 50, 1000, MoveUnit.MilliSeconds);
motors.largeBC.tank(50, 50, 360, MoveUnit.Degrees);
motors.largeBC.tank(50, 50, 1, MoveUnit.Rotations);
motors.largeBC.stop();
```
## Coasting and braking
By default, all motors coast when the move command is done. You can change this behavior with the `set brake`` block.
![Brake block](/static/labview/brake.png)
```blocks
motors.largeD.setBrake(true);
motors.largeD.setSpeed(50, 1, MoveUnit.Rotations)
```
## Inverting and regulating motors
Sometime you need to invert the direction of a motor. Use the ``set invert`` block.
![Brake block](/static/labview/invertmotor.png)
```blocks
motors.largeA.setInverted(true);
```
By default, the speed of motors is regulated. This means that if your robot goes up a hill,
the regulator will adjust the power to match the desired speed. You can disable this feature
using ``set regulated``.
![Brake block](/static/labview/unregulatedmotor.png)
```blocks
motors.largeA.setRegulated(false);
```
## Brick
The brick category contains a number of blocks to display graphics on the brick screen.
![brick image](/static/labview/brickimage.png)
```blocks
brick.clearScreen()
brick.showImage(images.expressionsWink)
```
![brick status light](/static/labview/brickstatuslight.png)
```blocks
brick.setStatusLight(StatusLight.Off);
brick.setStatusLight(StatusLight.Red);
brick.setStatusLight(StatusLight.OrangePulse);
```
## Waiting (pausing)
It is quite common to wait for a sensor state, such as a touch button pressed.
The ``pause until`` blocks provide a variety of ways to acheive this.
![pause for time](/static/labview/pausefortime.png)
```blocks
motors.largeD.setSpeed(50)
loops.pause(1000)
motors.largeD.stop();
```
![pause for touch](/static/labview/pausefortouch.png)
```blocks
motors.largeD.setSpeed(50)
sensors.touch1.pauseUntil(ButtonEvent.Pressed)
motors.largeD.stop();
```
![pause for distance](/static/labview/pausefordistance.png)
```blocks
motors.largeD.setSpeed(50)
sensors.ultrasonic4.pauseUntil(UltrasonicSensorEvent.ObjectNear)
motors.largeD.stop();
```
You can also use the ``pause until`` block to wait on any boolean expression.
The runtime will evaluate this expression until it becomes true.
```blocks
motors.largeD.setSpeed(50)
pauseUntil(() => sensors.touch1.isPressed())
motors.largeD.stop()
```
## Loops
![Single loop](/static/labview/loopinfinite.png)
```blocks
loops.forever(() => {
motors.largeD.setSpeed(50, 1, MoveUnit.Rotations);
motors.largeD.setSpeed(-50, 1, MoveUnit.Rotations);
})
```
![While loop](/static/labview/while.png)
```blocks
for(let i = 0; i < 10; i++) {
motors.largeD.setSpeed(50, 1, MoveUnit.Rotations);
motors.largeD.setSpeed(-50, 1, MoveUnit.Rotations);
}
let k = 0;
while(k < 10) {
motors.largeD.setSpeed(50, 1, MoveUnit.Rotations);
motors.largeD.setSpeed(-50, 1, MoveUnit.Rotations);
k++;
}
```
## Variables
![Variable block](/static/labview/speedoflightvar.png)
```blocks
let light = 0;
loops.forever(function () {
light = sensors.color3.light(LightIntensityMode.Reflected);
motors.largeD.setSpeed(light)
})
```
## Concurrent loops
You can spin up multiple ``forever`` loops that will run at the same time.
Only one code is running at the time, but each loop iteration will interleave.
![Brake block](/static/labview/multipleloops.png)
```blocks
loops.forever(() => {
motors.largeD.setSpeed(50, 1, MoveUnit.Rotations);
motors.largeD.setSpeed(-50, 1, MoveUnit.Rotations);
})
loops.forever(() => {
brick.showImage(images.eyesMiddleRight)
loops.pause(1000)
brick.showImage(images.eyesMiddleLeft)
loops.pause(1000)
})
```
## Conditional
The ``if`` block allow to run different code based on a boolean condition.
This is similar to the switch block.
![Brake block](/static/labview/ife.png)
```blocks
loops.forever(function() {
if(sensors.touch1.isPressed()) {
motors.largeD.setSpeed(50)
} else {
motors.largeD.stop()
}
})
```
## Random
The ``random range`` blocks returns number between two bounds.
![Brake block](/static/labview/random.png)
```blocks
loops.forever(function () {
motors.largeBC.steer(Math.randomRange(-5, 5), 50)
loops.pause(100)
})
```

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@ -3,7 +3,7 @@
This program will activate an alarm when an object is lifted from the Touch Sensor.
```blocks
sensors.touch1.onEvent(TouchSensorEvent.Released, function () {
sensors.touch1.onEvent(ButtonEvent.Released, function () {
music.playSoundEffectUntilDone(sounds.informationActivate);
})
```

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@ -1,8 +1,13 @@
# Reference
```namespaces
brick.showMood(moods.sleeping);
motors.stopAllMotors()
```
## See Also
[brick](/reference/brick),
[motors](/reference/motors),
[touch sensor](/reference/sensors/touch-sensor),
[color sensor](/reference/sensors/color-sensor)

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# Brick
## Screen
```cards
brick.showMood(moods.sleeping);
brick.showImage(images.expressionsBigSmile);
brick.showString("Hello world!", 1);
brick.showNumber(0, 1);
brick.showValue("item", 0, 1);
brick.clearScreen();
```
## Buttons
```cards
brick.buttonEnter.onEvent(ButtonEvent.Bumped, function () {
});
brick.buttonEnter.pauseUntil(ButtonEvent.Bumped);
brick.buttonEnter.isPressed()
brick.buttonEnter.wasPressed()
brick.setStatusLight(StatusLight.Red);
```
## Other
```cards
brick.batteryLevel()
```

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# battery Level
Return the current battery level.
```sig
brick.batteryLevel();
```
## Returns
* a [number](/types/number) which is the current charge level of the brick's battery. This is a percentage of total charge left in the battery.
## Example
Show the battery level percentage on the screen. Also, show a green light if the battery level is above 15%. If the battery level is below 15% but above 5%, show a orange light. But, if the battery level is below 5%, show a pulsing red light.
```blocks
let battery = 0;
loops.forever(function() {
brick.showString("Battery level:", 1)
brick.showNumber(battery, 2)
battery = brick.batteryLevel();
if (battery > 15)
{
brick.setStatusLight(StatusLight.Green);
} else if (battery > 5) {
brick.setStatusLight(StatusLight.Orange);
} else {
brick.setStatusLight(StatusLight.RedPulse)
}
loops.pause(30000)
})
```

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# is Pressed
Check if a button is being pressed or not.
```sig
brick.buttonEnter.isPressed()
```
## ~hint
**Touch sensors**
Your @boardname@ has touch sensors that work like buttons. Instead of saying `enter` or `left` as the source button, use a touch sensor block with a sensor name like `touch 1`.
```block
if (sensors.touch1.isPressed()) {
console.log("Hey, I feel pressed.");
}
```
Read about [touch sensors](/reference/sensors/touch-sensor) and using them as touch buttons.
## ~
## Returns
* a [boolean](types/boolean): `true` if the button is pressed, `false` if the button is not pressed
## Example
Set the brick light to green when the `down` is pressed. When the button is not pressed, the brick light is red.
```blocks
let isRed = false;
loops.forever(function() {
if (brick.buttonLeft.isPressed()) {
brick.setStatusLight(StatusLight.Green);
isRed = false;
} else {
if (!isRed) {
brick.setStatusLight(StatusLight.Red);
isRed = true;
}
}
})
```
## See also
[was pressed](/reference/brick/button/was-pressed),
[on event](/reference/brick/button/on-event)
[Touch sensors](/reference/sensors/touch-sensor)

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# on Event
Run some code when a button is clicked, pressed down, or released.
```sig
brick.buttonEnter.onEvent(ButtonEvent.Bumped, function () {
});
```
## ~hint
**Touch sensors**
Your @boardname@ has touch sensors that work like buttons. Instead of saying `enter` or `left` as the source button, use a touch sensor block with a sensor name like `touch 1`.
```block
sensors.touch1.onEvent(ButtonEvent.Pressed, function () {
brick.setStatusLight(StatusLight.Orange);
});
```
Read about [touch sensors](/reference/sensors/touch-sensor) and using them as touch buttons.
## ~
## Parameters
* **ev**: the button action to run some code for. The button actions (events) are:
> * ``click``: button was clicked (pressed and released)
> * ``up``: button is released from just being pressed
> * ``down``: button is just pressed down
* **body**: the code you want to run when something happens with a button
## Example
Check for event on the ENTER button. Put a message on the screen when the button is pressed, clicked, or released.
```blocks
brick.showString("ENTER is: UP", 1);
brick.buttonEnter.onEvent(ButtonEvent.Released, function () {
brick.showString("ENTER is: UP ", 1);
});
brick.buttonEnter.onEvent(ButtonEvent.Pressed, function () {
brick.showString("ENTER is: DOWN ", 1);
});
brick.buttonEnter.onEvent(ButtonEvent.Bumped, function () {
brick.showString("ENTER was: CLICKED", 1);
});
```
### See also
[is pressed](/reference/brick/button/is-pressed),
[was pressed](/reference/brick/button/was-pressed),
[Touch sensor](/reference/sensors/touch-sensor)

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# pause Until
Causes your program to wait until an event at a button happens.
```sig
brick.buttonEnter.pauseUntil(ButtonEvent.Bumped);
```
## Parameters
* **ev**: the button action to wait for. The button actions (events) are:
> * ``click``: button was clicked (pressed and released)
> * ``up``: button is released from just being pressed
> * ``down``: button is just pressed down
## Example
Wait for the `up` button to go up before continuing with displaying a message on the screen.
```blocks
let waitTime = 0;
brick.showString("We're going to wait", 1);
brick.showString("for you to press and", 2);
brick.showString("release the UP button", 3);
waitTime = control.millis();
brick.buttonUp.pauseUntil(ButtonEvent.Bumped);
brick.clearScreen();
if (control.millis() - waitTime > 5000) {
brick.showString("Ok, that took awhile!", 1)
} else {
brick.showString("Ah, you let go!", 1)
}
```
## See also
[on event](/reference/brick/button/on-event)

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# was Pressed
Check if a button was pressed earlier.
```sig
brick.buttonEnter.wasPressed()
```
The fact that a button was pressed earlier is remembered. Once **was pressed** is used, this fact is forgotten and the result is `false` the next time you check with **was pressed** button _state_ is reset). But, if you press the button again before you check with **was pressed**, it will tell you `true`.
## ~hint
**Touch sensors**
Your @boardname@ has touch sensors that work like buttons. Instead of saying `enter` or `left` as the source button, use a touch sensor block with a sensor name like `touch 1`.
```block
if (sensors.touch1.wasPressed()) {
console.log("Hey, I was pressed.");
}
```
Read about [touch sensors](/reference/sensors/touch-sensor) and using them as touch buttons.
## ~
## Returns
* a [boolean](types/boolean): `true` if the button was pressed before, `false` if the button was not pressed before
## Example
Set the brick light to green if the `right` button was pressed before the `left` button. If not, the brick light is turned off when the `left` button is pressed.
```blocks
brick.buttonLeft.onEvent(ButtonEvent.Bumped, function() {
if (brick.buttonRight.wasPressed()) {
brick.setStatusLight(StatusLight.Green)
} else {
brick.setStatusLight(StatusLight.Off)
}
})
```
## See also
[is pressed](/reference/brick/button/is-pressed),
[on event](/reference/brick/button/on-event)
[Touch sensors](/reference/sensors/touch-sensor)

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# clear Screen
Clear any text or numbers displayed on the screen. The screen will be blank.
```sig
brick.clearScreen();
```
## Example
Clear the screen after displaying the message.
```blocks
brick.showString("This message will", 1);
brick.showString("self-destruct in:", 2);
brick.showString("seconds", 5);
for (let i = 0; i < 10; i++) {
brick.showNumber(10 - i, 4);
loops.pause(1000);
}
brick.clearScreen();
```

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# set Light
Set the light on the brick to a solid or flashing color.
```sig
brick.setStatusLight(StatusLight.Red);
```
## Parameters
* **pattern**: the color or color pattern for the brick light to show. The brick light can have these color patterns:
>* `off`: brick light is off
>* `green`: solid green
>* `red`: solid red
>* `orange`: solid orange
>* `green flash`: flashing green
>* `red flash`: flashing red
>* `orange flash`: flashing orange
>* `green pulse`: pulsing green
>* `red pulse`: pulsing red
>* `orange pulse`: pulsing orange
## Example
Repeatedly show a different color pattern for the brick light.
```blocks
loops.forever(function () {
brick.setStatusLight(StatusLight.Orange)
loops.pause(1000)
brick.setStatusLight(StatusLight.GreenFlash)
loops.pause(2000)
brick.setStatusLight(StatusLight.RedPulse)
loops.pause(2000)
brick.setStatusLight(StatusLight.Off)
loops.pause(500)
})
```

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# show Image
Show an image on the brick's display.
```sig
brick.showImage(images.expressionsBigSmile);
```
You can choose one of several images to show on the display.
## Parameters
**image**: A image to show on the brick's display. Use the image picker to choose the image you want to show.
## Example
Show a sleeping image on the brick's display.
```blocks
brick.showImage(images.expressionsZzz)
```
## See also
[show image](/reference/brick/show-mood)

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# show Number
Show a number on the screen at the line you select.
```sig
brick.showNumber(0, 1);
```
## Parameters
* **value**: a [number](/types/number) to show on the brick's screen.
* **line**: The line number on the screen where the value is displayed. The line numbers for the screen start with line `1`.
## Example
Show the number `1000` on the screen.
```blocks
brick.showNumber(1000, 1);
```
## See also
[show string](/reference/brick/show-string), [show value](/reference/brick/show-value)

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# show String
Show some text on a the screen at the line you select.
```sig
brick.showString("Hello world", 1)
```
## Parameters
* **text**: a [string](/types/string) to show on the brick's screen.
* **line**: the line [number](/types/number) on the screen where the text is displayed. The line numbers for the screen start with line `1`.
## Example
Show a greeting on the screen. Then, respond with another message when ENTER is pressed.
```blocks
brick.showString("Hello, I dare you to", 1);
brick.showString("press ENTER...", 2);
brick.buttonEnter.onEvent(ButtonEvent.Bumped, function () {
brick.showString("Hey! Don't push my", 4);
brick.showString("buttons.", 5);
});
```
## See also
[show number](/reference/brick/show-number)

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# show Value
Show a name-value-pair on the screen at the line you select.
```sig
brick.showValue("item", 0, 1);
```
Name-value-pairs are used to report data values to the screen. If you want to show the current temperature on the screen, you might use `"temp"` as the data name for the the value.
## Parameters
* **name**: a [string](/types/string) which is the name of the data value.
* **value**: a [number](/types/number) to show on the brick's screen.
* **line**: The line number on the screen where the value is displayed. The line numbers for the screen start with line `1`.
## Example
Show the current amount of ambient light detected by sensor 2.
```blocks
brick.buttonEnter.onEvent(ButtonEvent.Bumped, function () {
brick.showValue("color", sensors.color2.light(LightIntensityMode.Ambient), 1)
})
```
## See also
[show number](/reference/brick/show-number)

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# Motors
## Motion
```cards
motors.largeA.setSpeed(50)
motors.largeAB.tank(50, 50)
motors.largeAB.steer(0, 50)
motors.largeA.pauseUntilReady()
motors.largeA.setBrake(false)
motors.largeA.setInverted(true)
motors.largeA.setRegulated(false)
motors.largeA.stop()
motors.largeA.reset()
motors.stopAllMotors()
```
## Counters
```cards
motors.largeA.speed()
motors.largeA.angle()
motors.largeA.tacho()
motors.largeA.clearCounts()
```

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# angle
Get the current angle of the motor's rotation in degrees.
```sig
motors.largeA.angle()
```
When a motor is started for the first time, or after a reset, it's angle of rotation starts at `0` degrees. A complete rotation (a turn in a full circle) is `360` degrees. At `360` degrees, the motor angle gets set back to `0`. So, one and a half turns adds up to `540` degrees of total rotation but the motor only cares about the current angle from `0` degrees which is `180` degrees.
## Returns
* a [number](/types/number) which is the current angle of rotation for the motor. The value returned is the number of degrees from `0` to `359`.
## Example
Reset the motor connected to port **A** and run it for for 2 seconds at a speed of `45`. Stop and get the current angle of rotation.
```blocks
let motorAngle = 0;
motors.largeA.reset()
motors.largeA.setSpeed(45)
loops.pause(2000)
motors.largeA.stop()
motorAngle = motors.largeA.angle()
```
## See also
[tacho](/reference/motors/motor/tacho), [speed](/reference/motors/motor/speed),
[reset](/reference/motors/motor/reset), [clear counts](/reference/motors/motor/clear-counts)

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# clear Counts
Set all counters for the motor back to zero.
```sig
motors.largeA.clearCounts()
```
The counters for a motor are: **tacho**, **angle**, and **speed**. Each of these counters is set to start counting from `0` again. This is a way to begin new counts without having to reset the motor.
## Example
See if the motor turns the same number of times for each of two count periods. Run the motor connected to port **A** twice for 10 seconds and compare the tacho counts.
```blocks
let tachoCount = 0;
motors.largeA.reset()
motors.largeA.setSpeed(50)
loops.pause(10000)
tachoCount = motors.largeA.tacho()
motors.largeA.clearCounts()
motors.largeA.setSpeed(50)
loops.pause(10000)
if (tachoCount == motors.largeA.tacho()) {
brick.showString("Motor turns equal.", 1)
} else {
brick.showString("Motor turns NOT equal.", 1)
}
motors.largeA.stop()
```
## See also
[tacho](/reference/motors/motor/tacho), [angle](/reference/motors/motor/angle),
[speed](/reference/motors/motor/speed), [reset](/reference/motors/motor/reset)

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# reset
Reset the motor's speed setting and it's counters.
```sig
motors.largeA.reset()
```
The motor's speed is set back to `0` and the **tacho**, **angle**, and **speed** counters are set to `0`.
## Example
See what the angle count is when a motor is stopped. Then, try it again after a reset.
```blocks
motors.largeA.setSpeed(30)
loops.pause(2000)
motors.largeA.stop()
brick.showString("Angle count:", 1)
brick.showNumber(motors.largeA.angle(), 2)
motors.largeA.setSpeed(30)
loops.pause(2000)
motors.largeA.reset()
brick.showString("Angle count:", 4)
brick.showNumber(motors.largeA.angle(), 5)
```
## See also
[stop](/reference/motors/motor/stop), [clear counts](/reference/motors/motor/clear-counts)

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# set Brake
Set the brake on the motor so it won't turn when it has no power.
```sig
motors.largeA.setBrake(false)
```
When a the motor is stopped, it can still rotate if an external force is applied to it. This can happen, for example, if your're tanking your brick on a inclined surface and stop the motors. Gravity will push down on the brick and might cause it to start rolling again. You can prevent this movement by setting the brake.
Also, you can use the brake to do simple skid steering for your brick.
## Paramters
* **brake**: a [boolean](/types/boolean) value which is either `true` to set the brake on or `false` to set the brake off.
## Example
Run the motor connected to port **A** for 2 seconds at a speed of `30`. Stop and set the brake.
```blocks
motors.largeA.setSpeed(30)
loops.pause(2000)
motors.largeA.stop()
motors.largeA.setBrake(true)
```
## See also
[stop](/reference/motors/motor/stop)

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# set Reversed
Change the direction of rotation for a motor.
```sig
motors.largeA.setInverted(true)
```
You use a positive value (some number greater than `0`) to drive you motor in the default direction. If you're using a motor in a way that makes more sense for your program to use a negative speed setting for that direction, you can reverse the speed range.
## Paramters
* **reversed**: a [boolean](/types/boolean) value that is `false` if the motor will use a speed value between `0` and `100` to turn in the default direction. If `true`, the motor uses a speed value between `0` and `-100` to turn in the default direction.
## Example
Run the motor connected to port **A** for 2 seconds at a speed of `30`. Stop and switch the direciton of rotation. Run the motor at a speed of `-30`. Watch and see if the motor turns in the same direction as before.
```blocks
motors.largeA.setSpeed(30)
loops.pause(2000)
motors.largeA.stop()
loops.pause(2000)
motors.largeA.setInverted(true)
motors.largeA.setSpeed(-30)
loops.pause(2000)
motors.largeA.stop()
```
## See also
[stop](/reference/motors/motor/stop)

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# set Regulated
Tell a motor to regulate its speed or not.
```sig
motors.largeA.setRegulated(true)
```
In order for a motor to always rotate at a constant speed it needs regulation. This means that the motor control electronics need to continously measure how much rotation has happened. The controller takes several rotation counts for a small amount of time and compares them to see if the speed is changing. The output power is adjusted if the controller detects that the motor is running too slow or too fast.
If it's not regulated, your motor can change from the speed that you've set for it. Some examples are if your brick is driving forward and bumps into an object or it drives up a slope creating more load on the motor. In theses situations, if your motor speed is regulated, the controller will boost the power to the motor to keep it's speed from slowing down. Another example is when you run the motors to drive your brick down a slope. In this case, the motors would go faster than the speed you set for them if not regulated. To regulate this the controller reduces the power output to the motors to keep the brick from going faster.
Motor regulation is always set to **ON** when your program first starts or the motor is reset.
## Paramters
* **value**: a [boolean](/types/boolean) value which means that the motor speed is regulated if `true`. The motor speed is not regulated when this is `false`.
## Example
Turn off the speed regulation for the motor connected to port **A**.
```blocks
motors.largeA.setRegulated(false)
motors.largeA.setSpeed(75)
loops.pause(20000)
motors.largeA.stop()
```
## See also
[set speed](/reference/motors/motor/set-speed), [stop](/reference/motors/motor/stop)

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# set Speed
Set the rotation speed of the motor as a percentage of maximum speed.
```sig
motors.largeA.setSpeed(50)
```
The speed setting is a pecentage of the motor's full speed. Full speed is the speed that the motor runs when the brick supplies maximum output voltage to the port.
If you use just the **speed** number, the motor runs continously and won't stop unless you tell it to. You can also give a value for a certain amount of distance you want the motor to rotate for. The **value** can be an amount of time, a turn angle in degrees, or a number of full rotations.
If you decide to use a **value** of rotation distance, you need to choose a type of movement **unit**.
## ~hint
If you use a number of milliseconds as movement units, then you don't need to include the unit type.
To run the motor for 500 milliseconds:
```block
motors.largeA.setSpeed(50, 500)
```
## ~
Here is how you use each different movement unit to run the motor for a fixed rotation distance.
```typescript
// Run motor for 700 Milliseconds.
motors.largeA.setSpeed(25, 700, MoveUnit.MilliSeconds);
// Run motor for 700 Milliseconds again but no units specified.
motors.largeA.setSpeed(25, 700);
// Run the motor for 45 seconds
motors.largeA.setSpeed(50, 45, MoveUnit.Seconds);
// Turn the motor for 270 degrees
motors.largeA.setSpeed(50, 270, MoveUnit.Degrees)
// Turn the motor at full speed for 9 full rotations
motors.largeA.setSpeed(100, 9, MoveUnit.Rotations);
```
## Parameters
* **speed**: a [number](/types/number) that is the percentage of full speed. A negative value runs the motor in the reverse direction.
* **value**: the [number](/types/number) of movement units to rotate for. A value of `0` means run the motor continuously.
* **unit**: the movement unit of rotation. This can be `milliseconds`, `seconds`, `degrees`, or `rotations`. If the number for **value** is `0`, this parameter isn't used.
## ~hint
** Reverse is negative speed**
Turning the motor in the opposite direction (reverse) is simple. Reverse is just a negative speed setting. To drive the motor in reverse at 25% speed:
```block
motors.largeB.setSpeed(-25)
```
## ~
## Examples
### Drive the motor for 20 seconds
Run the motor connected to port **A** continuously. Pause 20 seconds and then stop the motor.
```blocks
motors.largeA.setSpeed(75)
loops.pause(20000)
motors.largeA.stop()
```
### Backwards motion
Run the motor connected to port **A** in reverse. Pause 5 seconds and then stop the motor.
```blocks
motors.largeA.setSpeed(-60)
loops.pause(5000)
motors.largeA.stop()
```
### Run the motor for 35 rotations
Run the motor connected to port **B** for 35 full rotations and then stop.
```blocks
motors.largeB.setSpeed(50, 35, MoveUnit.Rotations)
```
## See also
[tank](/reference/motors/synced/tank), [steer](/reference/motors/synced/steer), [stop](/reference/motors/motor/stop)

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# speed
Get the current speed of motor rotation as a percentage of maximum speed.
```sig
motors.largeA.speed()
```
The actual speed of the motor is the same or very close to it's current speed setting when the motor is regulated. If not regulated, the actual speed can change from the set speed when a force, or load, is applied to it.
## Returns
* a [number](/types/number) which is the motor's current speed. This value is a percentage of maximum speed from `0` to `100`. This number is negative, like `-27`, if the direction of rotation is in reverse.
## Example
Turn speed regulation off and report the actual speed of the large motor in the forward direction. Occasionally touch the wheel on the motor to see if it changes the speed.
```blocks
motors.largeA.setRegulated(false)
motors.largeA.setSpeed(55)
brick.showString("Actual speed:", 1)
for (let i = 0; i < 30; i++) {
loops.pause(500)
brick.showNumber(motors.largeA.speed(), 3)
}
motors.largeA.stop()
```
## See also
[tacho](/reference/motors/motor/tacho), [speed](/reference/motors/motor/speed),
[reset](/reference/motors/motor/reset), [clear counts](/reference/motors/motor/clear-counts)

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# stop
Stop the motor.
```sig
motors.largeA.stop()
```
The motor stops but any motion caused from previously running the motor continues until it runs down. If you are driving your brick and then stop the motors, it will coast for awhile before stopping. If you want the brick to stop right away, use ``||motors:set brake||`` to stop it.
## Example
Run the motor connected to port **A** for 2 seconds at a speed of `30`. Stop and wait for 2 seconds, then continue at a speed of `50`.
```blocks
motors.largeA.setSpeed(30)
loops.pause(2000)
motors.largeA.stop()
loops.pause(2000)
motors.largeA.setSpeed(50)
```
## See also
[set brake](/reference/motors/motor/set-brake), [reset](/reference/motors/motor/reset),

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# tacho
Get the current number of degress of rotation.
```sig
motors.largeA.tacho()
```
The motors that come with your @boardname@ have a way to detect their own turning motion. They count the amount of motor rotation in degrees. The motor will count each degree of angle rotation up to 360 degrees for a full rotation. As the motor continues to turn, the _tacho_ count keeps adding up the degrees even past one full rotation. So, if the motor makes 3 complete rotations, the count will be 1080.
The name _tacho_ comes from the first part of the word [tachometer](https://en.wikipedia.org/wiki/Tachometer) which is a device to measure how fast something is turning. The motor controller in the brick uses the tacho count to regulate the motor's speed.
## ~hint
**Measure RPM**
A standard way to know how fast a motor is turning is by measuring its _revolutions per minute_ (rpm). One revolution is the same thing as a rotation, or one turn. How do you measure rpm? Well, here's a simple way:
1. Record the current tacho count
2. Run the motor for 60 seconds
3. Get the tacho count again
4. Subtract the first tacho count from the second one
5. Divide that number by `360`
## ~
## Returns
* a [number](/types/number) which is the total count of degrees of rotation that the motor has turned since it was first started or reset.
## Example
Run the motor connected to port **A** at half speed for 5 seconds. Display the number of full rotations on the screen.
```blocks
motors.largeA.setSpeed(50)
loops.pause(5000)
motors.largeA.stop()
brick.showString("Motor rotations:", 1)
brick.showNumber(motors.largeA.tacho() / 360, 3)
motors.largeA.setSpeed(50)
```
## See also
[angle](/reference/motors/motor/tacho), [speed](/reference/motors/motor/speed),
[set regulated](/reference/motors/motor/set-regulated),
[reset](/reference/motors/motor/reset), [clear counts](/reference/motors/motor/clear-counts)

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# stop All Motors
Stops all motors currently running on the brick.
```sig
motors.stopAllMotors();
```
The motors stops but any motion caused from previously running the motors continues until it runs down. If you are driving your brick and then stop the motors, it will coast for awhile before stopping.
## Example
Tank the @boardname@ forward at half speed for 5 seconds and then stop.
```blocks
motors.largeAB.tank(50, 50);
loops.pause(5000);
motors.stopAllMotors();
```
## See also
[stop](/reference/motors/motor/stop),
[reset](/reference/motors/motor/reset),
[set brake](/reference/motors/motor/set-brake)

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# steer
Steer the brick in one direction using a turn ratio between two motors.
```sig
motors.largeAB.steer(0, 0)
```
A brick driving with two motors can steer itself by changing the speed of one motor compared to the speed of the other. To make a slow turn to the left, you might make the right motor run slightly faster than the left one. To make a fast, or sharp, turn to the right, the left motor could run at least twice as fast as the right one.
The @boardname@ steers by using a percentage value of _follow_ for one of the motors. This means that the motor in the turn direction will rotate slower than the other. It is the _follower_ motor and the other motor is the _drive_ motor. The drive motor runs at a percentage of full speed set in **speed**. The follower motor runs at a percentage of speed of the drive motor. So, it runs at a percentage of a percentage of full speed.
To make the turn happen you give a _turn ratio_ which is a percentage value of steer to the left or right. If you want to steer to the left at 30% of the of the drive motor speed, use the value of `-30` for **turnRatio**. Left turns use negative values and right turns use positive values. A really sharp turn to the right might use a turn ratio value of `80`.
## Speed and distance
The speed setting is a pecentage of the motor's full speed. Full speed is the speed that the motors run when the brick supplies maximum output voltage to the port.
If you use just the **speed** number, the motors run continously and won't stop unless you tell them to. You can also give a value for a certain amount of distance you want the motors to rotate for. The **value** can be an amount of time, a turn angle in degrees, or a number of full rotations.
If you decide to use a **value** of rotation distance, you need to choose a type of movement **unit**. Also, if you use a number of milliseconds as movement units, then you don't need to include the unit type. The description in [set speed](/reference/motors/motor/set-speed) shows how to use different movement units.
## Parameters
* **turnRatio**: a [number](/types/number) that is the percentage of speed of the drive motor. The follower motor runs at this speed. A negative number steers to the left and a positive number steers to the right. This is a number between `-100` and `100`.
* **speed**: a [number](/types/number) that is the percentage of full speed. A negative value runs the motors in the reverse direction. This is the speed that the drive motor runs at.
* **value**: the [number](/types/number) of movement units to rotate for. A value of `0` means run the motor continuously.
* **unit**: the movement unit of rotation. This can be `milliseconds`, `seconds`, `degrees`, or `rotations`. If the number for **value** is `0`, this parameter isn't used.
## ~hint
** Reverse is negative speed**
Steering the brick backwards (in reverse) is simple. Reverse is just a negative speed setting. To steer the brick to the left in reverse at 75% speed:
```block
motors.largeBC.steer(-15, -75)
```
## ~
## Examples
### Make a slight right
Turn to the right with a turn ratio of 10%.
```block
motors.largeBC.steer(10, 55)
```
### Make a sharp left
Turn sharply to the left.
```block
motors.largeBC.steer(-80, 40)
```
### Steer straight
Use **steer** but go straight ahead.
```block
motors.largeBC.steer(0, 100)
```
### Sneaky snake
Steer the brick in a snake pattern for a short time.
```block
for (let i = 0; i < 4; i++) {
motors.largeBC.steer(30, 30)
loops.pause(5000)
motors.largeBC.steer(-30, 30)
loops.pause(5000)
}
motors.stopAllMotors()
```
## See also
[tank](/reference/motors/synced/tank), [set speed](/reference/motors/motor/set-speed)

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# tank
Rotate two motors in synchronization.
```sig
motors.largeAB.tank(50, 50)
```
Tanking the brick will drive two motors in synchronization. This means that both motors will start at the same time. Also, each motor uses the same amount of rotation when running at the same speed. You can use different speed values for each motor to perform turns or spins.
## Speed and distance
The speed setting is a pecentage of the motor's full speed. Full speed is the speed that the motors run when the brick supplies maximum output voltage to the port.
If you use just the **speed** number, the motors run continously and won't stop unless you tell them to. You can also give a value for a certain amount of distance you want the motors to rotate for. The **value** can be an amount of time, a turn angle in degrees, or a number of full rotations.
If you decide to use a **value** of rotation distance, you need to choose a type of movement **unit**. Also, if you use a number of milliseconds as movement units, then you don't need to include the unit type. The description in [set speed](/reference/motors/motor/set-speed) shows how to use different movement units.
## Parameters
* **speedLeft**: a [number](/types/number) that is the percentage of full speed for the motor attached to the left of the brick. A negative value runs the motor in the reverse direction.
* **speedRight**: a [number](/types/number) that is the percentage of full speed for the motor attached to the right of the brick. A negative value runs the motor in the reverse direction.
* **value**: the [number](/types/number) of movement units to rotate for. A value of `0` means run the motor continuously.
* **unit**: the movement unit of rotation. This can be `milliseconds`, `seconds`, `degrees`, or `rotations`. If the number for **value** is `0`, this parameter isn't used.
## ~hint
** Reverse is negative speed**
Tankng the brick in the opposite direction (reverse) is simple. Reverse is just a negative speed setting. To drive the motors in reverse at 75% speed:
```block
motors.largeBC.tank(-75, -75)
```
## ~
## Examples
### Tank forward and backward
Move the brick straight ahead and then go backward.
```blocks
motors.largeAB.tank(75, 75)
loops.pause(10000)
motors.largeAB.tank(-55, -55)
loops.pause(10000)
motors.stopAllMotors()
```
### Slip steer
Run the right motor at 50% and let the left motor spin freely.
```blocks
motors.largeAB.tank(0, 50)
```
### Skid steer
Set the brake on the right motor. Run the left motor at 60% and let the right motor skid.
```blocks
motors.largeB.setBrake(true)
motors.largeAB.tank(60, 0)
```
### Spin around
Run both motors in opposite directions to spin the brick around to the left.
```blocks
motors.largeAB.tank(-30, 30)
loops.pause(5000)
motors.stopAllMotors()
```
## See also
[steer](/reference/motors/synced/steer), [set speed](/reference/motors/motor/set-speed)

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@ -77,7 +77,7 @@ export function deployCoreAsync(resp: pxtc.CompileResult, isCli = false) {
let rbfBIN = pxt.U.fromHex(rbfHex)
pxt.HF2.write16(rbfBIN, 4, rbfBIN.length)
let origElfUF2 = UF2.parseFile(pxt.U.stringToUint8Array(atob(resp.outfiles[pxt.outputName()])))
let origElfUF2 = UF2.parseFile(pxt.U.stringToUint8Array(ts.pxtc.decodeBase64(resp.outfiles[pxt.outputName()])))
let mkFile = (ext: string, data: Uint8Array = null) => {
let f = UF2.newBlockFile()

View File

@ -40,7 +40,8 @@ export class FieldSpeed extends Blockly.FieldSlider implements Blockly.FieldCust
var labelContainer = document.createElement('div');
this.speedSVG = document.createElementNS("http://www.w3.org/2000/svg", "svg") as SVGGElement;
pxsim.svg.hydrate(this.speedSVG, {
viewBox: "0 0 200 100"
viewBox: "0 0 200 100",
width: "170"
});
labelContainer.appendChild(this.speedSVG);
@ -58,7 +59,7 @@ export class FieldSpeed extends Blockly.FieldSlider implements Blockly.FieldCust
this.reporter = pxsim.svg.child(this.speedSVG, "text", {
'x': 100, 'y': 80,
'text-anchor': 'middle', 'alignment-baseline': 'middle',
'text-anchor': 'middle', 'dominant-baseline': 'middle',
'style': 'font-size: 50px',
'class': 'sim-text inverted number'
}) as SVGTextElement;

View File

@ -56,7 +56,7 @@ export class FieldTurnRatio extends Blockly.FieldSlider implements Blockly.Field
}, marker);
this.reporter_ = pxsim.svg.child(svg, "text", {
'x': FieldTurnRatio.HALF, 'y': 96,
'text-anchor': 'middle', 'alignment-baseline': 'middle',
'text-anchor': 'middle', 'dominant-baseline': 'middle',
'style': 'font-size: 50px',
'class': 'sim-text inverted number'
}) as SVGTextElement;

View File

@ -4,7 +4,7 @@
export NVM_DIR="/home/dotnet-bot/.nvm"
[ -s "$NVM_DIR/nvm.sh" ] && . "$NVM_DIR/nvm.sh"
nvm install 5
nvm install 8
# Set up build environment variables
echo ---------- Setting build environment variables

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@ -1,26 +0,0 @@
{
"automation": "Automation, process control and robotic controllers",
"automation.Behavior": "A behavior",
"automation.Behavior.update": "Called on each behavior iteration even for suppresed behaviors",
"automation.Behavior.update|param|elapsed": "milli seconds since last call",
"automation.BehaviorManager": "A manager for behaviors",
"automation.BehaviorManager.add": "Adds a new behavior to the behavior manager",
"automation.BehaviorManager.add|param|behavior": "the behavior to add",
"automation.BehaviorManager.start": "Starts the behavior control loop",
"automation.BehaviorManager.stop": "Stops the execution loop",
"automation.PIDController": "A PID controller.\n* Reference: Feedback System, Karl Johan Astrom & Rickard M. Murry",
"automation.PIDController.compute": "Computes the output based on the system state",
"automation.PIDController.setControlSaturation": "Sets the control saturation values",
"automation.PIDController.setControlSaturation|param|high": "highest control value, eg: 100",
"automation.PIDController.setControlSaturation|param|low": "lowest control value, eg: -100",
"automation.PIDController.setDerivativeFilter": "Sets the derivative filter gain",
"automation.PIDController.setDerivativeFilter|param|N": "the filter gain, eg:10",
"automation.PIDController.setGains": "Sets the PID gains",
"automation.PIDController.setGains|param|b": "setpoint weight, eg: 0.9",
"automation.PIDController.setGains|param|kd": "derivative gain",
"automation.PIDController.setGains|param|ki": "integral gain",
"automation.PIDController.setGains|param|kp": "proportional gain",
"automation.PIDController.setPoint": "Updates the desired setpoint",
"automation.addBehavior": "Adds the behavior and starts it",
"automation.addBehavior|param|behavior": "a behavior"
}

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@ -1,12 +0,0 @@
{
"automation.PIDController.compute|block": "%pid|compute for timestep %timestep|(ms) at state %y",
"automation.PIDController.setControlSaturation|block": "set %pid|control saturation from %low|to %high",
"automation.PIDController.setDerivativeFilter|block": "set %pid|derivative filter %N",
"automation.PIDController.setGains|block": "set %pid|gains kp %kp|ki %ki|kd %kd",
"automation.PIDController.setPoint|block": "set %pid|point to %ysp",
"automation.addBehavior|block": "add behavior %behavior",
"automation|block": "automation",
"{id:category}Automation": "Automation",
"{id:group}Behaviors": "Behaviors",
"{id:group}PID": "PID"
}

View File

@ -1,157 +0,0 @@
{
"Array": "Add, remove, and replace items in lists.\n\nAdd, remove, and replace items in lists.",
"Array.filter": "Return the elements of an array that meet the condition specified in a callback function.",
"Array.filter|param|callbackfn": "A function that accepts up to two arguments. The filter method calls the callbackfn function one time for each element in the array.",
"Array.get": "Get the value at a particular index",
"Array.get|param|index": "the zero-based position in the list of the item, eg: 0",
"Array.indexOf": "Return the index of the first occurrence of a value in an array.",
"Array.indexOf|param|fromIndex": "The array index at which to begin the search. If fromIndex is omitted, the search starts at index 0.",
"Array.indexOf|param|item": "The value to locate in the array.",
"Array.insertAt": "Insert the value at a particular index, increases length by 1",
"Array.insertAt|param|index": "the zero-based position in the list to insert the value, eg: 0",
"Array.length": "Get or set the length of an array. This number is one more than the index of the last element the array.",
"Array.map": "Call a defined callback function on each element of an array, and return an array containing the results.",
"Array.map|param|callbackfn": "A function that accepts up to two arguments. The map method calls the callbackfn function one time for each element in the array.",
"Array.pop": "Remove the last element from an array and return it.",
"Array.push": "Append a new element to an array.",
"Array.reduce": "Call the specified callback function for all the elements in an array. The return value of the callback function is the accumulated result, and is provided as an argument in the next call to the callback function.",
"Array.reduce|param|callbackfn": "A function that accepts up to three arguments. The reduce method calls the callbackfn function one time for each element in the array.",
"Array.reduce|param|initialValue": "Initial value to start the accumulation. The first call to the callbackfn function provides this value as an argument instead of an array value.",
"Array.removeAt": "Remove the element at a certain index.",
"Array.removeElement": "Remove the first occurence of an object. Returns true if removed.",
"Array.reverse": "Reverse the elements in an array. The first array element becomes the last, and the last array element becomes the first.",
"Array.set": "Store a value at a particular index",
"Array.set|param|index": "the zero-based position in the list to store the value, eg: 0",
"Array.shift": "Remove the first element from an array and return it. This method changes the length of the array.",
"Array.slice": "Return a section of an array.",
"Array.slice|param|end": "The end of the specified portion of the array. eg: 0",
"Array.slice|param|start": "The beginning of the specified portion of the array. eg: 0",
"Array.sort": "Sort the elements of an array in place and returns the array. The sort is not necessarily stable.",
"Array.splice": "Remove elements from an array.",
"Array.splice|param|deleteCount": "The number of elements to remove. eg: 0",
"Array.splice|param|start": "The zero-based location in the array from which to start removing elements. eg: 0",
"Array.unshift": "Add one element to the beginning of an array and return the new length of the array.",
"Boolean.toString": "Returns a string representation of an object.",
"Buffer.fill": "Fill (a fragment) of the buffer with given value.",
"Buffer.getNumber": "Read a number in specified format from the buffer.",
"Buffer.length": "Returns the length of a Buffer object.",
"Buffer.rotate": "Rotate buffer left in place.\n\n\n\nstart. eg: -1",
"Buffer.rotate|param|length": "number of elements in buffer. If negative, length is set as the buffer length minus",
"Buffer.rotate|param|offset": "number of bytes to shift; use negative value to shift right",
"Buffer.rotate|param|start": "start offset in buffer. Default is 0.",
"Buffer.setNumber": "Write a number in specified format in the buffer.",
"Buffer.shift": "Shift buffer left in place, with zero padding.\n\n\n\nstart. eg: -1",
"Buffer.shift|param|length": "number of elements in buffer. If negative, length is set as the buffer length minus",
"Buffer.shift|param|offset": "number of bytes to shift; use negative value to shift right",
"Buffer.shift|param|start": "start offset in buffer. Default is 0.",
"Buffer.slice": "Return a copy of a fragment of a buffer.",
"Buffer.toHex": "Convert a buffer to its hexadecimal representation.",
"Buffer.write": "Write contents of `src` at `dstOffset` in current buffer.",
"Math": "More complex operations with numbers.",
"Math.abs": "Returns the absolute value of a number (the value without regard to whether it is positive or negative).\nFor example, the absolute value of -5 is the same as the absolute value of 5.",
"Math.abs|param|x": "A numeric expression for which the absolute value is needed.",
"Math.acos": "Returns the arccosine (in radians) of a number",
"Math.acos|param|x": "A number",
"Math.asin": "Returns the arcsine (in radians) of a number",
"Math.asin|param|x": "A number",
"Math.atan": "Returns the arctangent (in radians) of a number",
"Math.atan2": "Returns the arctangent of the quotient of its arguments.",
"Math.atan2|param|x": "A number",
"Math.atan2|param|y": "A number",
"Math.atan|param|x": "A number",
"Math.ceil": "Returns the smallest number greater than or equal to its numeric argument.",
"Math.ceil|param|x": "A numeric expression.",
"Math.constrain": "Constrains a number to be within a range",
"Math.cos": "Returns the cosine of a number.",
"Math.cos|param|x": "An angle in radians",
"Math.exp": "Returns returns ``e^x``.",
"Math.exp|param|x": "A number",
"Math.floor": "Returns the greatest number less than or equal to its numeric argument.",
"Math.floor|param|x": "A numeric expression.",
"Math.icos": "Returns the cosine of an input angle. This is an 8-bit approximation.",
"Math.icos|param|theta": "input angle from 0-255",
"Math.idiv": "Returns the value of integer signed 32 bit division of two numbers.",
"Math.idiv|param|x": "The first number",
"Math.idiv|param|y": "The second number",
"Math.imul": "Returns the value of integer signed 32 bit multiplication of two numbers.",
"Math.imul|param|x": "The first number",
"Math.imul|param|y": "The second number",
"Math.isin": "Returns the sine of an input angle. This is an 8-bit approximation.",
"Math.isin|param|theta": "input angle from 0-255",
"Math.log": "Returns the natural logarithm (base e) of a number.",
"Math.log|param|x": "A number",
"Math.map": "Re-maps a number from one range to another. That is, a value of ``from low`` would get mapped to ``to low``, a value of ``from high`` to ``to high``, values in-between to values in-between, etc.",
"Math.map|param|fromHigh": "the upper bound of the value's current range, eg: 1023",
"Math.map|param|fromLow": "the lower bound of the value's current range",
"Math.map|param|toHigh": "the upper bound of the value's target range, eg: 4",
"Math.map|param|toLow": "the lower bound of the value's target range",
"Math.map|param|value": "value to map in ranges",
"Math.max": "Returns the larger of two supplied numeric expressions.",
"Math.min": "Returns the smaller of two supplied numeric expressions.",
"Math.pow": "Returns the value of a base expression taken to a specified power.",
"Math.pow|param|x": "The base value of the expression.",
"Math.pow|param|y": "The exponent value of the expression.",
"Math.random": "Returns a pseudorandom number between 0 and 1.",
"Math.randomRange": "Returns a pseudorandom number between min and max included.\nIf both numbers are integral, the result is integral.",
"Math.randomRange|param|max": "the upper inclusive bound, eg: 10",
"Math.randomRange|param|min": "the lower inclusive bound, eg: 0",
"Math.round": "Returns a supplied numeric expression rounded to the nearest number.",
"Math.round|param|x": "The value to be rounded to the nearest number.",
"Math.sign": "Returns the sign of the x, indicating whether x is positive, negative or zero.",
"Math.sign|param|x": "The numeric expression to test",
"Math.sin": "Returns the sine of a number.",
"Math.sin|param|x": "An angle in radians",
"Math.sqrt": "Returns the square root of a number.",
"Math.sqrt|param|x": "A numeric expression.",
"Math.tan": "Returns the tangent of a number.",
"Math.tan|param|x": "An angle in radians",
"Math.trunc": "Returns the number with the decimal part truncated.",
"Math.trunc|param|x": "A numeric expression.",
"Number.toString": "Returns a string representation of a number.",
"String": "Combine, split, and search text strings.\n\nCombine, split, and search text strings.",
"String.charAt": "Return the character at the specified index.",
"String.charAt|param|index": "The zero-based index of the desired character.",
"String.charCodeAt": "Return the Unicode value of the character at the specified location.",
"String.charCodeAt|param|index": "The zero-based index of the desired character. If there is no character at the specified index, NaN is returned.",
"String.compare": "See how the order of characters in two strings is different (in ASCII encoding).",
"String.compare|param|that": "String to compare to target string",
"String.concat": "Returns a string that contains the concatenation of two or more strings.",
"String.concat|param|other": "The string to append to the end of the string.",
"String.fromCharCode": "Make a string from the given ASCII character code.",
"String.isEmpty": "Returns a value indicating if the string is empty",
"String.length": "Returns the length of a String object.",
"String.substr": "Return a substring of the current string.",
"String.substr|param|length": "number of characters to extract",
"String.substr|param|start": "first character index; can be negative from counting from the end, eg:0",
"control": "Program controls and events.",
"control.AnimationQueue.cancel": "Cancels the current running animation and clears the queue",
"control.AnimationQueue.runUntilDone": "Runs 'render' in a loop until it returns false or the 'stop' function is called",
"control.assert": "Display an error code and stop the program when the assertion is `false`.",
"control.deviceSerialNumber": "Derive a unique, consistent serial number of this device from internal data.",
"control.millis": "Gets the number of milliseconds elapsed since power on.",
"control.onEvent": "Run code when a registered event happens.",
"control.onEvent|param|value": "the event value to match",
"control.panic": "Display an error code and stop the program.",
"control.panic|param|code": "an error number to display. eg: 5",
"control.reset": "Reset the device.",
"control.runInParallel": "Run other code in the parallel.",
"control.waitForEvent": "Blocks the calling thread until the specified event is raised.",
"control.waitMicros": "Block the current fiber for the given microseconds",
"control.waitMicros|param|micros": "number of micro-seconds to wait. eg: 4",
"hex": "Tagged hex literal converter",
"loops.forever": "Repeats the code forever in the background. On each iteration, allows other codes to run.",
"loops.pause": "Pause for the specified time in milliseconds",
"loops.pause|param|ms": "how long to pause for, eg: 100, 200, 500, 1000, 2000",
"parseInt": "Convert a string to an integer.",
"pauseUntil": "Busy wait for a condition to be true",
"pauseUntil|param|condition": "condition to test for",
"pauseUntil|param|timeOut": "if positive, maximum duration to wait for in milliseconds",
"serial": "Reading and writing data over a serial connection.",
"serial.writeBuffer": "Send a buffer across the serial connection.",
"serial.writeLine": "Write a line of text to the serial port.",
"serial.writeNumber": "Write a number to the serial port.",
"serial.writeString": "Write some text to the serial port.",
"serial.writeValue": "Write a name:value pair as a line of text to the serial port.",
"serial.writeValue|param|name": "name of the value stream, eg: \"x\"",
"serial.writeValue|param|value": "to write"
}

View File

@ -1,55 +0,0 @@
{
"Array.indexOf|block": "%list| find index of %value",
"Array.insertAt|block": "%list| insert at %index| value %value",
"Array.length|block": "length of %VALUE",
"Array.pop|block": "get and remove last value from %list",
"Array.push|block": "%list| add value %value| to end",
"Array.removeAt|block": "%list| remove value at %index",
"Array.reverse|block": "reverse %list",
"Array.shift|block": "get and remove first value from %list",
"Array.unshift|block": "%list| insert %value| at beginning",
"Array|block": "Array",
"Math.constrain|block": "constrain %value|between %low|and %high",
"Math.map|block": "map %value|from low %fromLow|from high %fromHigh|to low %toLow|to high %toHigh",
"Math.randomRange|block": "pick random %min|to %limit",
"Math|block": "Math",
"String.charAt|block": "char from %this=text|at %pos",
"String.compare|block": "compare %this=text| to %that",
"String.fromCharCode|block": "text from char code %code",
"String.length|block": "length of %VALUE",
"String.substr|block": "substring of %this=text|from %start|of length %length",
"String|block": "String",
"control.assert|block": "assert %cond|with value %code",
"control.deviceSerialNumber|block": "device serial number",
"control.millis|block": "millis (ms)",
"control.onEvent|block": "on event|from %src|with value %value",
"control.panic|block": "panic %code",
"control.reset|block": "reset",
"control.runInParallel|block": "run in parallel",
"control.waitForEvent|block": "wait for event|from %src|with value %value",
"control.waitMicros|block": "wait (µs)%micros",
"control|block": "control",
"fieldeditors|block": "fieldeditors",
"loops.forever|block": "forever",
"loops.pause|block": "pause %pause=timePicker|ms",
"loops|block": "loops",
"parseInt|block": "parse to integer %text",
"serial.writeBuffer|block": "serial|write buffer %buffer",
"serial.writeLine|block": "serial|write line %text",
"serial.writeNumber|block": "serial|write number %value",
"serial.writeString|block": "serial|write string %text",
"serial.writeValue|block": "serial|write value %name|= %value",
"serial|block": "serial",
"{id:category}Array": "Array",
"{id:category}Arrays": "Arrays",
"{id:category}Boolean": "Boolean",
"{id:category}Buffer": "Buffer",
"{id:category}Control": "Control",
"{id:category}Helpers": "Helpers",
"{id:category}Loops": "Loops",
"{id:category}Math": "Math",
"{id:category}Number": "Number",
"{id:category}Serial": "Serial",
"{id:category}String": "String",
"{id:category}Text": "Text"
}

34
libs/base/enums.d.ts vendored
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@ -1,34 +0,0 @@
// Auto-generated. Do not edit.
declare const enum NumberFormat {
Int8LE = 1,
UInt8LE = 2,
Int16LE = 3,
UInt16LE = 4,
Int32LE = 5,
Int8BE = 6,
UInt8BE = 7,
Int16BE = 8,
UInt16BE = 9,
Int32BE = 10,
UInt32LE = 11,
UInt32BE = 12,
Float32LE = 13,
Float64LE = 14,
Float32BE = 15,
Float64BE = 16,
}
declare const enum ValType {
Undefined = 0,
Boolean = 1,
Number = 2,
String = 3,
Object = 4,
Function = 5,
}
// Auto-generated. Do not edit. Really.

159
libs/base/shims.d.ts vendored
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@ -1,159 +0,0 @@
// Auto-generated. Do not edit.
//% indexerGet=BufferMethods::getByte indexerSet=BufferMethods::setByte
declare interface Buffer {
/**
* Write a number in specified format in the buffer.
*/
//% shim=BufferMethods::setNumber
setNumber(format: NumberFormat, offset: int32, value: number): void;
/**
* Read a number in specified format from the buffer.
*/
//% shim=BufferMethods::getNumber
getNumber(format: NumberFormat, offset: int32): number;
/** Returns the length of a Buffer object. */
//% property shim=BufferMethods::length
length: int32;
/**
* Fill (a fragment) of the buffer with given value.
*/
//% offset.defl=0 length.defl=-1 shim=BufferMethods::fill
fill(value: int32, offset?: int32, length?: int32): void;
/**
* Return a copy of a fragment of a buffer.
*/
//% offset.defl=0 length.defl=-1 shim=BufferMethods::slice
slice(offset?: int32, length?: int32): Buffer;
/**
* Shift buffer left in place, with zero padding.
* @param offset number of bytes to shift; use negative value to shift right
* @param start start offset in buffer. Default is 0.
* @param length number of elements in buffer. If negative, length is set as the buffer length minus
* start. eg: -1
*/
//% start.defl=0 length.defl=-1 shim=BufferMethods::shift
shift(offset: int32, start?: int32, length?: int32): void;
/**
* Convert a buffer to its hexadecimal representation.
*/
//% shim=BufferMethods::toHex
toHex(): string;
/**
* Rotate buffer left in place.
* @param offset number of bytes to shift; use negative value to shift right
* @param start start offset in buffer. Default is 0.
* @param length number of elements in buffer. If negative, length is set as the buffer length minus
* start. eg: -1
*/
//% start.defl=0 length.defl=-1 shim=BufferMethods::rotate
rotate(offset: int32, start?: int32, length?: int32): void;
/**
* Write contents of `src` at `dstOffset` in current buffer.
*/
//% shim=BufferMethods::write
write(dstOffset: int32, src: Buffer): void;
}
declare namespace loops {
/**
* Repeats the code forever in the background. On each iteration, allows other codes to run.
* @param body code to execute
*/
//% help=loops/forever weight=100 afterOnStart=true
//% blockId=forever block="forever" blockAllowMultiple=1 shim=loops::forever
function forever(a: () => void): void;
/**
* Pause for the specified time in milliseconds
* @param ms how long to pause for, eg: 100, 200, 500, 1000, 2000
*/
//% help=loops/pause weight=99
//% async block="pause %pause=timePicker|ms"
//% blockId=device_pause shim=loops::pause
function pause(ms: int32): void;
}
declare namespace control {
/**
* Gets the number of milliseconds elapsed since power on.
*/
//% help=control/millis weight=50
//% blockId=control_running_time block="millis (ms)" shim=control::millis
function millis(): int32;
/**
* Run code when a registered event happens.
* @param id the event compoent id
* @param value the event value to match
*/
//% weight=20 blockGap=8 blockId="control_on_event" block="on event|from %src|with value %value"
//% blockExternalInputs=1
//% help="control/on-event" flags.defl=16 shim=control::onEvent
function onEvent(src: int32, value: int32, handler: () => void, flags?: int32): void;
/**
* Reset the device.
*/
//% weight=30 async help=control/reset blockGap=8
//% blockId="control_reset" block="reset" shim=control::reset
function reset(): void;
/**
* Block the current fiber for the given microseconds
* @param micros number of micro-seconds to wait. eg: 4
*/
//% help=control/wait-micros weight=29 async
//% blockId="control_wait_us" block="wait (µs)%micros" shim=control::waitMicros
function waitMicros(micros: int32): void;
/**
* Run other code in the parallel.
*/
//% help=control/run-in-parallel handlerStatement=1
//% blockId="control_run_in_parallel" block="run in parallel" blockGap=8 shim=control::runInParallel
function runInParallel(a: () => void): void;
/**
* Blocks the calling thread until the specified event is raised.
*/
//% help=control/wait-for-event async
//% blockId=control_wait_for_event block="wait for event|from %src|with value %value" shim=control::waitForEvent
function waitForEvent(src: int32, value: int32): void;
/**
* Derive a unique, consistent serial number of this device from internal data.
*/
//% blockId="control_device_serial_number" block="device serial number" weight=9
//% help=control/device-serial-number shim=control::deviceSerialNumber
function deviceSerialNumber(): int32;
}
declare namespace serial {
/**
* Write some text to the serial port.
*/
//% help=serial/write-string
//% weight=87 blockHidden=true
//% blockId=serial_writestring block="serial|write string %text" shim=serial::writeString
function writeString(text: string): void;
/**
* Send a buffer across the serial connection.
*/
//% help=serial/write-buffer weight=6 blockHidden=true
//% blockId=serial_writebuffer block="serial|write buffer %buffer" shim=serial::writeBuffer
function writeBuffer(buffer: Buffer): void;
}
// Auto-generated. Do not edit. Really.

View File

@ -1,3 +1,5 @@
<xml xmlns="http://www.w3.org/1999/xhtml">
<block type="forever"></block>
<variables></variables>
<block type="pxt-on-start" x="0" y="0"></block>
<block type="forever" x="176" y="0"></block>
</xml>

View File

@ -1,10 +0,0 @@
{
"chassis": "A differential drive robot",
"chassis.Chassis": "A differential drive robot",
"chassis.Chassis.drive": "Makes a differential drive robot move with a given speed (cm/s) and rotation rate (deg/s)\nusing a unicycle model.",
"chassis.Chassis.drive|param|rotationSpeed": "rotation of the robot around the center point, eg: 30",
"chassis.Chassis.drive|param|speed": "speed of the center point between motors, eg: 10",
"chassis.Chassis.setBaseLength": "Sets the base length in centimeters",
"chassis.Chassis.setMotors": "Sets the motors used by the chassis, default is B+C",
"chassis.Chassis.setWheelRadius": "Sets the wheel radius in centimeters"
}

View File

@ -1,8 +0,0 @@
{
"chassis.Chassis.drive|block": "drive %chassis|at %speed|cm/s|turning %rotationSpeed|deg/s",
"chassis.Chassis.setBaseLength|block": "set %chassis|base length to %cm|(cm)",
"chassis.Chassis.setMotors|block": "set %chassis|motors to %motors",
"chassis.Chassis.setWheelRadius|block": "set %chassis|wheel radius to %cm|(cm)",
"chassis|block": "chassis",
"{id:category}Chassis": "Chassis"
}

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@ -1,22 +0,0 @@
{
"sensors.ColorSensor": "The color sensor is a digital sensor that can detect the color or intensity\nof light that enters the small window on the face of the sensor.",
"sensors.ColorSensor.calibrateLight": "Collects measurement of the light condition and adjusts the threshold to 10% / 90%.",
"sensors.ColorSensor.color": "Get the current color from the color sensor.",
"sensors.ColorSensor.colorMode": "Gets the current color mode",
"sensors.ColorSensor.light": "Measures the ambient or reflected light value from 0 (darkest) to 100 (brightest).",
"sensors.ColorSensor.onColorDetected": "Registers code to run when the given color is detected.",
"sensors.ColorSensor.onColorDetected|param|color": "the color to detect, eg: ColorSensorColor.Blue",
"sensors.ColorSensor.onColorDetected|param|handler": "the code to run when detected",
"sensors.ColorSensor.onLightChanged": "Registers code to run when the ambient light changes.",
"sensors.ColorSensor.onLightChanged|param|condition": "the light condition",
"sensors.ColorSensor.onLightChanged|param|handler": "the code to run when detected",
"sensors.ColorSensor.pauseForColor": "Waits for the given color to be detected",
"sensors.ColorSensor.pauseForColor|param|color": "the color to detect",
"sensors.ColorSensor.pauseForLight": "Waits for the given color to be detected",
"sensors.ColorSensor.setThreshold": "Sets a threshold value",
"sensors.ColorSensor.setThreshold|param|condition": "the dark or bright light condition",
"sensors.ColorSensor.setThreshold|param|value": "the value threshold",
"sensors.ColorSensor.threshold": "Gets the threshold value",
"sensors.ColorSensor.threshold|param|condition": "the light condition",
"sensors.color": "Returns a color that the sensor can detect"
}

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@ -1,34 +0,0 @@
{
"ColorSensorColor.Black|block": "black",
"ColorSensorColor.Blue|block": "blue",
"ColorSensorColor.Brown|block": "brown",
"ColorSensorColor.Green|block": "green",
"ColorSensorColor.None|block": "none",
"ColorSensorColor.Red|block": "red",
"ColorSensorColor.White|block": "white",
"ColorSensorColor.Yellow|block": "yellow",
"ColorSensorMode.AmbientLightIntensity|block": "ambient light intensity",
"ColorSensorMode.Color|block": "color",
"ColorSensorMode.ReflectedLightIntensity|block": "reflected light intensity",
"LightCondition.Dark|block": "dark",
"LightIntensityMode.Ambient|block": "ambient light",
"LightIntensityMode.Reflected|block": "reflected light",
"sensors.ColorSensor.calibrateLight|block": "calibrate|%sensor|for %mode|light",
"sensors.ColorSensor.color|block": "%sensor| color",
"sensors.ColorSensor.light|block": "%sensor|%mode",
"sensors.ColorSensor.onColorDetected|block": "on %sensor|detected color %color",
"sensors.ColorSensor.onLightChanged|block": "on %sensor|%mode|%condition",
"sensors.ColorSensor.pauseForColor|block": "pause %sensor|for color %color",
"sensors.ColorSensor.pauseForLight|block": "pause %sensor|for %mode|%condition",
"sensors.ColorSensor.setThreshold|block": "set %sensor|%condition|to %value",
"sensors.ColorSensor.threshold|block": "%sensor|%condition",
"sensors.color1|block": "color 1",
"sensors.color2|block": "color 2",
"sensors.color3|block": "color 3",
"sensors.color4|block": "color 4",
"sensors.color|block": "color %color",
"sensors|block": "sensors",
"{id:category}Sensors": "Sensors",
"{id:group}Color Sensor": "Color Sensor",
"{id:group}Threshold": "Threshold"
}

View File

@ -115,7 +115,7 @@ namespace sensors {
//% parts="colorsensor"
//% blockNamespace=sensors
//% sensor.fieldEditor="ports"
//% weight=100 blockGap=8
//% weight=100 blockGap=12
//% group="Color Sensor"
onColorDetected(color: ColorSensorColor, handler: () => void) {
this.setMode(ColorSensorMode.Color)
@ -174,7 +174,7 @@ namespace sensors {
//% parts="colorsensor"
//% blockNamespace=sensors
//% sensor.fieldEditor="ports"
//% weight=89 blockGap=8
//% weight=89 blockGap=12
//% group="Color Sensor"
onLightChanged(mode: LightIntensityMode, condition: LightCondition, handler: () => void) {
this.setMode(<ColorSensorMode><number>mode)

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