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To access Assignment command
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Go to the main program screen. Se Command Nodes.
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Tap the Assignment icon in the Commands toolbox.
A node with three editable fields is inserted into the program tree:
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Variabel
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Værditype
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Udtryk
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Tap the Variable field to choose your variable:
The Variable field contains the name of the variable. By default, the variable is called var.
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Tap the Value Type field to and select your choice:
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Array
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Boolesk
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Flydende
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Gitter
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Heltal
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Matrix
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Positur
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Streng
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Timer
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Viapunkt
The Value Type contains the type of variable you are creating.
| Type
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Allowed Values/Examples
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Examples
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| Array |
A list of values |
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| Boolesk |
True/False |
Sand |
| Flydende |
A decimal point value |
1.23 |
| Gitter |
A grid defined in the application |
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| Heltal |
Et heltal |
5 |
| Matrix |
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| Positur |
A pose for the robot to move |
p[0,0,0,0,0,0,] |
| Streng |
Tekst |
“Hello World” |
| Viapunkt |
A waypoint is defined in the program |
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Tap the Expression field, select your variables and expression, and Confirm. The Expression is the value to assign the variable. See Uttrykksredigering.
Note: Tap the icon arrow left and arrow right in the right sidebar of the main screen if you want the assignment to be reverted.
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