What you can do: Use Transparency #10

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1 Additional Programming Highlights This section contains information on Robotics Invention System programming concepts that can be introduced at different points in the sequenced activities. When appropriate, these highlights are crossreferenced in the Teachers Guide pages. Repeat For The repeat block is useful when blocks in a stack form a repetitive pattern. In this case, the repeating unit can be embedded within the two parts of the repeat block, and the number of times for the blocks to be executed can be specified. R/W-2 Be on the lookout When students identify a repeating pattern in a stack, they sometimes include in the repeat command blocks that are not part of the pattern. Here is an example: These four commands repeat themselves. These four commands repeat themselves two times. Here the repeating unit is inserted within the repeat block, and the counter is set for 2 repetitions. In this example, the Wait For and Beep blocks are not part of the repeating pattern. Therefore, they should not be included in the repeat block. What you can do: Use Transparency #10 as a guide, showing students how a repeating pattern can be embedded in a repeat block 8-1

2 The counter in the repeat block can also select a number randomly from a range you specify. Each time the program runs, the repeat counter will randomly select a number from within that range. Here the range is 2 to 10. If you insert a stack in the repeat block, it could be repeated any number of times between 2 and 10. Note: Additional blocks can be attached to the repeat block. The program will run top-down, looping through the repeat block, then dropping to the stack that follows. Repeat Forever A repeat forever block does what it says, it repeats a stack embedded in it forever (well, almost). In fact, it repeats the stack as long as the program is running. If stacked in a sensor watcher block, each time the sensor is triggered, the repeat forever loop will stop and the entire branch will run again. For example: R/W-3 Be on the lookout Students like the idea of having something repeat forever, and therefore, they tend to overuse it. That is, they use it in programs where they expect to have additional commands following the repeat block. However, additional commands cannot be attached to the end repeat part of the Repeat Forever block. (It is possible to attach blocks to the Repeat Forever block, however, they will be ignored.) When the touch sensor is pressed, the stack is triggered. The repeat forever block will continue to execute until the touch sensor is pressed again. When it s pressed, the entire branch will be carried out again. 8-2

3 Transparency # 10 In this example, the Wait For and Beep blocks are not part of the repeating pattern. Therefore, they should not be included in the repeat block. Wait and Beep are erroneously included in the repeat pattern Wait and Beep are executed before the program carries out the repeat block. Therefore, Wait For and Beep will run once. 8-3

4 Repeat While & Repeat Until The Repeat While and the Repeat Until blocks are two of the Stack Decision Makers. Both use input (e.g., from a sensor) to direct the flow of the program. It might be helpful to think about these blocks as opposites the first carries out a stack while, or as long as, a certain condition is true; the second carries out a stack until a condition becomes true. SDM-5 Be on the lookout Students sometimes think that it s enough to tell a robot to do something while (or until) a certain condition is true (e.g., turn motors on while a bright light is shinning), and that there is no need to tell it specifically what to do when the condition becomes false. For example, to program a robot to turn the motors on while a bright light is shinning, students might write the following program, expecting the motors to turn off when it gets darker. Here motors stay on for as long as the touch sensor is pressed. As soon as it s released, motors turn off. The condition here is If light > 85 Here motors stay on until the touch sensor is pressed. They turn off as soon as it s pressed. SDM-6 They are then surprised to see the motors continue running when it gets darker. What you can do: You can explain that if you tell a person to walk while a bright light is shining, and you do not give any additional instructions, he or she will know to stop when the lights are out. Not so for a robot. Telling a robot to do something while a condition is true does not tell it what to do when the condition becomes false. For example, if you added a Beep block to the above program, the motors will turn on and stay on while a bright light is shinning. When the light goes out, a beep will sound but the motors will stay on because they were never turned off. 8-4

5 Smart Tasking What happens when you disable Smart Tasking? By default, Smart Tasking is enabled. To unselect, you would go to the Setting option on the Menu bar and click on Smart Tasking On and on Show Smart Tasking. This will disable Smart Tasking and remove the dashed lines. Throughout our curriculum we haven t asked for Smart tasking to be turned off. In fact, we recommend leaving it at the default state. However, as students explore the working environment, some may do it anyway. If you look at a program and are puzzled by the behavior it produces, you should check whether or not Smart Tasking is disabled. This is a good starting point in your troubleshooting process. In general, the main difference between having Smart Tasking enabled and disabled is in the manner it return control to the Main stack. When enabled, after a sensor event interruption, the Main stack picks up at the top of the logical chunk that was suspended. When Smart Tasking is disabled, the Main stack will pick up one block below the block that was suspended. End program The End Program block is one of the Advanced blocks in the Small Blocks bin. Placed at the end of a stack, it stops all stacks from running after its stack is executed. Note that as soon as the End Program block is executed the entire program stops, as indicated by the stopped person icon on the RCX display window. Executing an End Program block is equivalent to pressing the Run button on the RCX while a program is running. H-13 Here is an example where End Program can be useful if you wanted a two-motor vehicle to turn in place, move forward for 2 seconds when the sensor is pressed, and then stop The LEGO Group. Used here with permission. Motor A turns on, making Roverbot turn. When the sensor is pressed, motor C turns on (joining motor A), making Roverbot move forward for 2 seconds. Then Smart Tasking returns control to the Main stack, making Roverbot turn again. 8-5

6 Adding the End Program block to the Sensor Watcher stack stops the entire program from running. After executing the Sensor Watcher stack, the program does not return to the Main stack. Yes or No Touch: The Yes or No block is one of the Stack Decision Makers. This block controls the flow of the program based on input from the touch sensor. The block is always a part of a stack, and therefore, it is carried out when its turn comes as blocks in the stack execute. You can set the block to check for one of two states, pressed or released. (Note that the click event is not available here.) The main point here is that this block is carried out once. When the block is reached, the program asks, Is the sensor pressed? Yes or No? If the answer is Yes, the stack attached to Yes will set off. If the answer is No, the stack attached to No will set off. SDM-2 Be on the lookout Students may expect the Stack Decision Maker to run the attached stacks each time a sensor is pressed (just like the sensor watcher). It is important to help them understand that the stack decision maker asks the question once at the exact moment when its turn comes as the commands are carried out. The timing of incoming input is key here. What you can do: Show students the Timing program in Transparency #3. Go down the program block by block, asking the students what the robot would do as each block is carried out. When you reach the Yes or No block, say that you are pressing the sensor and ask the students which way the program is going to proceed (Yes branch). Repeat this exercise, only this time, don t press the touch sensor, or press it too late. Ask them to predict which way the program will go. Point out that input must come exactly when the sensor block is evaluated. If it comes too early or too late, the condition will be considered false, and the No branch will execute 8-6

7 Here the question is Is the sensor released? Yes or No? If the answer is Yes, the stack will run. If the answer is No, nothing will happen because there are no command blocks in the No branch. How Stack Decision Maker Touch is Different from Sensor Watcher: In some aspects, the Stack Decision Maker block Yes or No is very similar to a Sensor Watcher. Both watch for the state of a sensor. They are different, however, in some import ways: While the Sensor Watcher monitors the sensor on an ongoing basis (in very short intervals), the Stack Decision Maker Yes or No block looks for input once, when its turn comes. As a result, timing the input to coincide with the execution of the Yes or No block is critical, while timing is less important for the Sensor Watcher. (It keeps looking.) Another important distinction is that each Sensor Watcher watches for a single event, responding to a single condition (e.g., if pressed). The stack triggers only when the condition is true. The Stack Decision Maker Yes or No is prepared to trigger one stack if the condition is true and another stack if the condition is false. It triggers actions both when the answer is yes and when the answer is no. 8-7

8 Here the stack will trigger just once. The program will not go back to monitor the sensor because it runs topdown. Note that here you must press and hold the touch sensor as you press the Run button, or it would be too late for the Yes or No block to receive that input. One of the stacks will trigger each time the sensor is pressed. The other will trigger each time the sensor is released. 8-8

9 Setting the range for light Stack Decision Makers: Setting light sensor conditions for the Stack Decision Makers is much like that for the Sensor Watchers with one exception. The Repeat While and Yes or No Decision Makers can t be set to recognize a blink. Since all Stack Decision Makers look for input when their turn to execute comes, it is critically important that the Decision Maker block has a chance to receive and process incoming sensor input. The following sequence of three programs illustrates that the timing of input is critical when working with Stack Decision Makers. In the program NoChance1, the Yes or No Stack Decision Maker happens to be the first block in the stack. It will look for input as soon as the Run button is pressed. If a light is not flashed at the sensor at the same time as the Run button is pressed, the Decision Maker will direct the program to the No branch. SDM-5 SDM-2 Be on the lookout Students may carry over their experience with Sensor Watcher, expecting the Stack Decision Makers to act on input whenever it comes. What you can do: Use Transparency #6A to help guide a discussion about time-dependent input. Especially help students understand that the On AC block in the program NoChance2 doesn t buy any time. It takes practically no time to execute. Therefore, a bright light shining at the sensor a fraction of a second after the Run button had been pressed is coming in too late for the Decision Makers to consider it as input. The same will happen in the program NoChance2, because executing the On AC block happens instantaneously, and therefore doesn t buy time. 8-9

10 In the program Chance, however, once the Run button is pressed, there are 3 seconds before the Yes or No Decision Maker s turn comes. For the Decision Maker to choose the Yes branch, the sensor has to receive a bright light when the 3 seconds are up. Practically, a user will start shining a light at the sensor before the time is up and continue to shine it for a bit longer while the Yes or No block carries out. Transparency #6A illustrates the programs NoChance1, NoChance2, and Chance discussed above. 8-10

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