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To access Assignment command
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Go to the main program screen. 「Command Nodes」を参照してください。
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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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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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配列
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ブール値
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浮動小数点
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グリッド
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整数
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マトリックス
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ポーズ
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文字列
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タイマー
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ウェイポイント
The Value Type contains the type of variable you are creating.
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Allowed Values/Examples
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Examples
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| 配列 |
A list of values |
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| ブール値 |
True/False |
真 |
| 浮動小数点 |
A decimal point value |
1.23 |
| グリッド |
A grid defined in the application |
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| 整数 |
整数 |
5 |
| マトリックス |
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| ポーズ |
A pose for the robot to move |
p[0,0,0,0,0,0,] |
| 文字列 |
文字列 |
“Hello World” |
| ウェイポイント |
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 式エディタ.
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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