Robotika
Robotika
Programiranje robota u javi
import
com.ridgesoft.intellibrain.IntelliBrain;
import
com.ridgesoft.robotics.Motor;
public class
IntelliBrainMotor {
public static void
main(String args[]) {
try
{
Motor motor = IntelliBrain.getMotor(1);
motor.setPower(Motor.MAX_FORWARD);
Thread.sleep(
3000
);
motor.setPower(Motor.MAX_REVERSE);
Thread.sleep(
3000
);
motor.setPower(Motor.STOP);
}
catch
(Throwable t) {
t.printStackTrace();
}
}
}
import
com.ridgesoft.intellibrain.IntelliBrain;
import
com.ridgesoft.robotics.Motor;
import
•
Pomoću ove naredbe uvozimo klase koje nisu definirane u programu
•
Uzmimo primjer
com.ridgesoft.robotics.Motor;
gdje je
com.ridgesoft.robotics
ime „biblioteke” gdje se željena klasa nalazi,
a
Motor
klasa koju želimo uvesti
import com.ridgesoft.intellibrain.IntelliBrain; import com.ridgesoft.robotics.Motor;
public class IntelliBrainMotor {
public static void main(String args[]) { try {
Motor motor = IntelliBrain.getMotor(1); motor.setPower(Motor.MAX_FORWARD); Thread.sleep(3000);
motor.setPower(Motor.MAX_REVERSE); Thread.sleep(3000);
motor.setPower(Motor.STOP); }
catch (Throwable t) { t.printStackTrace(); }
public static void
main(String args[]) {
...
}
main
•
Glavna funkcija u programu koja će se izvršiti kada se program
pokrene
public class IntelliBrainMotor {
public static void main(String args[]) {
try {
Motor motor = IntelliBrain.getMotor(1); motor.setPower(Motor.MAX_FORWARD); Thread.sleep(3000);
motor.setPower(Motor.MAX_REVERSE); Thread.sleep(3000);
motor.setPower(Motor.STOP); }
catch (Throwable t) { t.printStackTrace(); }
}
import com.ridgesoft.intellibrain.IntelliBrain; import com.ridgesoft.robotics.Motor;
public class IntelliBrainMotor {
public static void main(String args[]) {
try {
Motor motor = IntelliBrain.getMotor(1); motor.setPower(Motor.MAX_FORWARD); Thread.sleep(3000); motor.setPower(Motor.MAX_REVERSE); Thread.sleep(3000); motor.setPower(Motor.STOP); }
catch (Throwable t) { t.printStackTrace(); }
} }
try
{
...
}
catch
(Throwable t) {
t.printStackTrace();
}
try
•
Naredba za „hvatanje” grešaka u kôd-u
•
Ako se dogodi greška program prelazi na izvršavanje naredbi ispod
naredbe „catch”
catch
•
U paru zagrada ( i ) zadajemo varijablu u koju će program zapisati
greške, a između zagrada { i } navodimo što želimo raditi sa tim
podatcima o greškama (ispisati ih na ekran itd...)
Throwable t
•
Zadali smo varijablu „t” koja je definirana klasom Throwable. Ta klasa
nam omogućuje memoriranje svih vrsti grešaka (postoje i druge klase
za memoriranje grešaka). U varijablu „t” će program zapisati sve
greške u slučaju da se dogode
t.printStackTrace();
public class IntelliBrainMotor {
public static void main(String args[]) { try {
Motor motor = IntelliBrain.getMotor(1); motor.setPower(Motor.MAX_FORWARD); Thread.sleep(3000);
motor.setPower(Motor.MAX_REVERSE); Thread.sleep(3000);
motor.setPower(Motor.STOP);
}
catch (Throwable t) { t.printStackTrace(); }
} }
Motor motor = IntelliBrain.getMotor(1);
motor.setPower(Motor.MAX_FORWARD);
Thread.sleep(3000);
motor.setPower(Motor.MAX_REVERSE);
Thread.sleep(3000);
motor.setPower(Motor.STOP);
Motor motor = IntelliBrain.getMotor(1);
•
Definiramo varijablu motor klase Motor i pridjeljujemo joj motor koji
ima ID 1
setPower(...);
•
Zadajemo motoru broj okretaja
Thread.sleep(...);