Part 1. Summary of For Loops and While Loops

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1 NAME EET 2259 Lab 5 Loops OBJECTIVES -Understand when to use a For Loop and when to use a While Loop. -Write LabVIEW programs using each kind of loop. -Write LabVIEW programs with one loop inside another. -Use LabVIEW s representations and numeric-conversion functions to eliminate coercion dots in a program. Part 1. Summary of For Loops and While Loops For Loop While Loop When to Use Terminals Terminal Wiring When you have an operation that you want to repeat a specified number of times. Count terminal that lets you set how many times to repeat the operation. Iteration terminal that keeps track of how many times the operation has been repeated. Count terminal s left-hand side is a numeric input that lets you set the number of times the loop will repeat. Count terminal s righthand side is a numeric output that you probably won t use very often. Iteration terminal s right-hand side is a numeric output that you can use to monitor the number of times the loop has repeated. When you have an operation that you want to repeat until some condition becomes true or false. The condition could be a button being pressed by the user, a numeric variable growing beyond a certain value, etc. Iteration terminal that keeps track of how many times the operation has been repeated. Conditional terminal that checks the condition at the end of each iteration to see whether to repeat the operation again. Iteration terminal s right-hand side is a numeric output that you can use to monitor the number of times the loop has repeated. Conditional terminal s left-hand side is a Boolean input that you will wire to the condition you want to check after each repetition to decide whether to repeat it again. EET 2259 Lab 5 Page 1 Revised 12/18/2017

2 Part 2. A Simple Loop Program 1. Create a VI that blinks an LED on and off repeatedly. The front panel should just have an LED labeled Blinky and a STOP button that lets the user stop the program. The LED should light up for a half second and then go dark for a half second, and then repeat. (Hint: In Lab 3 you wrote a program to figure out whether an integer is even or odd. By using a loop and asking whether the loop s iteration terminal is even or odd, you can decide whether the LED should be lit or dark each time through the loop.) 2. Using a mydaq and a trainer, modify the block diagram so that the program also blinks a real LED on the trainer in synch with the blinking LED on the VI s front panel. 3. Make sure that your program contains no coercion dots. (To get rid of coercion dots, either change the representation of an object or use LabVIEW s numeric conversion functions.) Save this VI as Lab5Blinky.vi, and show me your working program. Part 3. A Random-Number SubVI In Lab #3 you wrote Lab3Randoms.vi, which produced integer or floating-point random numbers in the range specified by the user. Let s make this into a subvi that you will use in other programs. 1. Open Lab3Randoms.vi and save a copy of it under the name Lab5RandomSubVI.vi. Make it into a subvi by giving it an icon, a connector with inputs and output for all of the controls and indicators on the front panel, and a description that will show up in the Help window. 2. Make sure that your program contains no coercion dots. Then save this VI as Lab5RandomSubVI.vi, and show me your working program. Part 4. More Practice with Loops How about a guessing game for the computer to play when it s bored? 1. Create a new VI whose front panel has a numeric control labeled Correct Number that lets the user enter the number that the computer has to try to guess. (Let s restrict the game to integers between 1 and 10.) The front panel should also have a numeric indicator labeled Computer s Guess to display the computer s most recent guess, and a string indicator that is initially blank. The computer should randomly guess integers between 1 and 10 at the rate of one guess per second. (Use your Lab5RandomSubVI from above to generate these random integers.) As long as the computer doesn t guess the right number, it has to keep guessing, and the string indicator remains blank. But when the computer guesses the right number, the string indicator says The computer got it right!!!! and the program stops. EET 2259 Lab 5 Page 2 Revised 12/18/2017

3 2. Modify this VI by adding a STOP button so that the program will stop when the computer guesses the right number or the user presses the STOP button. If the user stops the game before the computer guesses the right number, then the string indicator should say You quit before the computer got it. Hint: Use Select functions to choose the proper message to display in the string indicator. 3. Make sure that your program contains no coercion dots. Then save this VI as Lab5GuessingGame.vi, and show me your working program. Let s make a stopwatch that keeps track of time in either seconds or tenths of seconds. 1. Create a new VI that counts up 0, 1, 2, to 15 at the rate of 1 per second. The only thing you ll need on the front panel is a numeric indicator to show the current value. Hint #1: Use a loop. Hint #2: Use the loop s iteration terminal. 2. Modify this VI so that the value in the numeric indicator goes up in tenths instead of going up in integers. In other words, the displayed value should increase from 0 to 0.1 to 0.2 to 0.3 and so on up to Also, increase the speed of the loop so that the value increases every tenth of a second instead of every second. Your completed VI should behave like a stop-watch that keeps time in tenths of a second. Hint: Mathematically, how do you move a number s decimal point one place to the left? 3. Modify this VI so that instead of stopping when it gets to 15.0, the value in the numeric indicator keeps increasing until the user presses a STOP button. You ll probably want to change from a For Loop to a While Loop. 4. Modify this VI by adding a toggle switch the front panel that lets the user decide whether the stopwatch will keep time in seconds or in tenths of a second. (To make this easier, let s say that the user has to set the toggle switch before running the program, and isn t allowed to flip the switch once the program has started running. If you re looking for an extra challenge, try to make your program work correctly even if the user flips the switch while the program is running.) Make sure that your program contains no coercion dots. Then save this VI as Lab5Stopwatch.vi, and show me your working program. Loops make it easy to do some basic animation. In the next program you ll make an LED fly across the screen. This program also uses property nodes, a powerful feature of LabVIEW that lets your program change the properties of objects on the front panel while the program is running. 1. Create a new VI that contains an LED with no label. Right-click the LED and select Create > Property Node > Position > Left. This will create a property node that you should place on the block diagram. As you can probably guess, this property node controls the LED s position on the front panel. In particular, it holds a number that gives the position (in pixels) of the LED s left-hand edge. 2. By default, property nodes let you read the values of properties. But we want to be able to write the value of our property. So right-click the property node and select Change EET 2259 Lab 5 Page 3 Revised 12/18/2017

4 All to Write. Now the property node should have an arrow pointing into its left side instead of pointing out of its right side. Create a numeric constant equal to 100 and wire it to this arrow. Now run your program, and you should find that no matter where the LED was located before you ran the program, the LED jumps to a new position on the screen. In this new position, the LED has a horizontal coordinate of 100 pixels. 3. Place a While Loop on your block diagram, and place the property node inside this loop. Also place a 0.01 second Time Delay. Instead of having a constant value of 100 wired to the property node, use the value from the loop s iteration counter. When you run the program, the LED should move across the screen. 4. Modify the program so that the LED lights up after it gets about halfway across the front panel (let s say, at a position of 300 pixels), and stays lit as it continues moving. 5. Modify the program so that when the LED gets to the halfway point (300 pixels), it lights up, stops moving, and sits at rest until the user stops the program by pressing the STOP button. (Hint: You ll want to use a Select function as part of this step.) 6. Modify the program so that when the LED gets to the halfway point (300 pixels), it lights up and moves straight down the front panel until the user hits the STOP button. (Hint: You ll need to add a Position: Top property node to control the LED s vertical position.) 7. Make sure that your program contains no coercion dots. Then save this VI as Lab5FlyingLED.vi, and show me your working program. Part 5. Loops and Charts Loops can generate a lot of data, since a loop can execute thousands of times per second. When you ve got a lot of data, one way to display that data is by plotting it on a graph or chart. 1. Create a new VI. Place a numeric indicator on its front panel, and also place a Waveform Chart from the Modern > Graph palette. On your block diagram, use a For Loop to generate fifty random integers between 0 and 100, at a rate of five integers per second. (Use your Lab5RandomSubVI from above to generate these random integers.) Display each integer in the indicator as it is generated, and use the chart to plot your fifty random integers. Make sure that your program contains no coercion dots. Then save this VI as Lab5Chart.vi, and show me your working program. EET 2259 Lab 5 Page 4 Revised 12/18/2017

5 Part 6. Loops Inside of Loops You can put one loop inside another loop, in any combination: a For Loop or a While Loop inside a For Loop a For Loop or a While Loop inside a While Loop And the possibilities don t end there. You could go one level further and put a loop inside a loop inside another loop. This gets complicated, so we won t go beyond one loop inside another loop. 1. Create a new VI that counts up from 1 to 10 at the rate of 1 per second. The only thing you ll need on the front panel is a numeric indicator to show the current value, which you should call Y. (Hint: You ll just need a single loop to do this.) 2. Place another numeric indicator, labeled X, on the front panel. Wire the block diagram so that: Initially, X and Y are both set to 1. Y counts up from 1 to 10, just as it did before. Then, after Y reaches 10, X increases to 2, and Y goes back to 1 and starts counting up again. After Y reaches 10 again, X increases to 3, and Y goes back to 1 and starts counting up again. And so, until X and Y are both equal to 10, at which point the program stops. 3. Now add a numeric indicator labeled X Y to the front panel. X and Y should behave as they did above, and the new indicator should display the product, X times Y. The resulting program is like a child doing his multiplication tables: 1 1, then 1 2, then 1 3, and so on all the way up to Place two dials, labeled Maximum X and Maximum Y, on the front panel. Set these dials so that they can only take on integer values between 1 and 10. The program should behave as it did above, except that now instead of having X and Y count up to 10, they should count up from 1 to whatever values the user enters on the two dials. 5. Make sure that your program doesn t contain any coercion dots. Then save this VI as Lab5MultiplicationTable.vi, and show me your working program. *** This lab had 7 named programs for me to check. If you didn t finish all of these during class, finish them after class. Then upload all 7 programs, along with any related subvis, to the website by the due date. Also turn in your lab sheets at the beginning of class.**** EET 2259 Lab 5 Page 5 Revised 12/18/2017

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