|
To access Assignment command
|
-
Go to the main program screen. Vedere Command Nodes.
-
Tap the Assignment icon in the Commands toolbox.
A node with three editable fields is inserted into the program tree:
-
Variabile
-
Tipo di valore
-
Espressione
-
Tap the Variable field to choose your variable:
-
griglia
-
grid_iterator
-
var
The Variable field contains the name of the variable. By default, the variable is called var.
|
| |
-
Tap the Value Type field to and select your choice:
-
Array
-
Booleano
-
Float
-
Griglia
-
Numero intero
-
Matrice
-
Posizionamento
-
Stringa
-
Timer
-
punto percorso
The Value Type contains the type of variable you are creating.
| Tipo
|
Allowed Values/Examples
|
Examples
|
| Array |
A list of values |
|
| Booleano |
True/False |
Vero |
| Float |
A decimal point value |
1.23 |
| Griglia |
A grid defined in the application |
|
| Numero intero |
Un numero intero |
5 |
| Matrice |
|
|
| Posizionamento |
A pose for the robot to move |
p[0,0,0,0,0,0,] |
| Stringa |
Testo |
“Hello World” |
| punto percorso |
A waypoint is defined in the program |
|
|
| |
-
Tap the Expression field, select your variables and expression, and Confirm. The Expression is the value to assign the variable. See Editor delle espressioni.
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.
|