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Programming structures
Here you'll find the grammatical structures that are allowed to define the behavior of the robot.
Comments |
# free text that will not be evaluated
All text that appears after a hash, '#', will not be interpreted as instructions.
The robot will proceed to read the next line in the script. Use this possibility
to annotate parts of the script, just for yourself, as documentation about
how these parts work
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Loops |
ismétel(n){...instructions...}
repeats the instructions between curly brackets exactly n times.
Example:
# a square of 2x2
ismétel(4)
{
előre(2)
jobbra
}
ismétel{...instructions...}
just keeps repeating the instructions between curly brackets for ever.
Example:
# just goes forward
# (but eventually will stay hitting a wall)
ismétel
{
előre(1)
}
ismételAmíg(condition){...instructions...}
repeats the instructions between curly brackets as long as the condition holds.
This condition must be a perception/seeing instruction (for example előlSzabad)
Example:
# keeps going forward,
# but stops when it can't go any further
ismételAmíg(előlSzabad)
{
előre(1)
}
kilép
allows you to jump out of the loop (e.g. a repeat section)
so it stops performing the instructions between curly brackets. The robot will
resume performing the instructions left after the closing curly bracket of
the loop.
Example:
# keep going forward, until you can't go any further
ismétel
{
ha(vanElőlAkadály) {
kilép
}
máskép
{
előre(1)
}
}
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If-structures |
ha(condition){...instructions...}
will perform the the instructions between curly brackets, only if the condition
holds. Else the robot immediately steps to the instructions written after
the closing curly bracket. The condition must be a perception/seeing instruction
(for example: előlSzabad)
Example:
# if you see white paint on your left, make it black
ha(balraFehér)
{
balra
előre(1)
feketéreFest
nemFest
hátra(1)
jobbra
}
ha(condition){...instructions...}máskép{...instructions...}
will perform the the instructions between the first pair of curly brackets,
only if the condition holds. Then it will not perform the instructions of
the else block (second pair of instructions). When the condition does not
hold, the robot will only perform the instructions in between the second
pair of curly brackets. After it performed one of the instruction blocks,
it will read the instructions after the last curly bracket. The condition must
be a perception/seeing instruction (for example: előlSzabad)
Example:
# if you see white paint on your left, make it black
# else drive a few steps forward
ha(balraFehér)
{
balra
előre(1)
feketéreFest
nemFest
hátra(1)
jobbra
}
máskép
{
előre(3)
}
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Logical
expressions |
The conditions of if- and repeatWhile-structures is a so-called logical expression. Such an expression will result in the value igaz or hamis, which is then used to decide to step to the appropriate part of the code to resume execution.
A logical expression can be a perception instruction, e.g.: igaz. Basic instructions may also be composed with the boolean operators ~, &, |.
Example:
ha(balraFehér)
{
balra
előre(1)
}
The condition can however also be refined to more indicate more precisely when the corresponding instructions should be executed by using (a combination of) the following operators.
Operation |
Alternative
notation |
Number of
arguments |
Explanation |
nem |
~ |
1 |
Negates the value of the argument :
Truth table :
~ igaz = hamis
~ hamis = igaz
Example:
~ előlSzabad |
és |
& |
2 |
Only true when both arguments are true.
Truth table:
igaz & igaz = igaz
igaz & hamis = hamis
hamis & igaz = hamis
hamis & hamis = hamis
Example:
előlSzabad & jobbraFehér
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vagy |
| |
2 |
True when at least one of the arguments is true.
Truth table:
igaz | igaz = igaz
igaz | hamis = igaz
hamis | igaz = igaz
hamis | hamis = hamis
Example:
előlSzabad | jobbraFehér |
The values igaz and hamis can also be applied directly as if it was a perception instruction.
The order of the operators is of importance (just like multiplying and adding numbers). The operation ~ binds strongest, followed by &, followed by |. Brackets can be used to influence the order of evaluation.
Examples:
ismételAmíg(nem előlSzabad és (balraFehér vagy jobbraFehér)){
előre(1)
}
ha(érmeFej és nem jobbraFehér)
{
jobbra
hátra(1)
}
ha(igaz és hamis){
# this instruction is never executed
előre(1)
}
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Procedures |
eljárás name(par1,
par2, ... , parN){...instructions...}
defines a new procedure with the name you want. The procedure can have zero
or more parameters, which you may also give useful names. Here they are called
par1, par2, . . . , parN. These are the variables you can use in the instruction
between curly brackets. The code in a procedure will not be performed automatically,
you have to write a 'procedure call' every time you want to perform the instructions
in the definition (See next instruction).
Tip: create a new procedure when when you you use a sequence
of instructions more than once.
Example:
# define how to draw a rectangle
eljárás rectangle(width, height)
{
fehérreFest
ismétel(2)
{
előre(height)
jobbra
előre(width)
jobbra
}
nemFest
}
name(arg1, arg2, . .
. , argN)
is the call to the procedure with the corresponding name and the same amount
parameters as you have arguments. The argument, here called arg1, arg2, . .
. , argN, are the particular values that will be used in the procedure definition.
Example:
# these instructions will be performed
előre(1)
rectangle(3,2) # a call to the 'rectangle' procedure
előre(3)
rectangle(1,4) # another call with other arguments
# this is the definition of 'rectangle'
eljárás rectangle(width, height)
{
fehérreFest
ismétel(2)
{
előre(height)
jobbra
előre(width)
jobbra
}
nemFest
}
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End |
vége
will cause the entire program to stop when this instruction is performed.
Example:
# stop after 5 steps, or earlier when you encounter a beacon on the right
ismétel(5)
{
előre(1)
ha(vanJobbraJeladó)
{
vége # stops execution of the program
}
}
# normal end of the program
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