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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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Verditype
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Uttrykk
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Tap the Variable field to choose your variable:
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rutenett
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grid_iterator
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var
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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Matrise
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Boolsk
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Flyt
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Gitter
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Heltall
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Matrise
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Stilling
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Streng
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Tidtaker
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Vendepunkt
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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| Matrise |
A list of values |
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| Boolsk |
True/False |
Sann |
| Flyt |
A decimal point value |
1.23 |
| Gitter |
A grid defined in the application |
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| Heltall |
Et heltall |
5 |
| Matrise |
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| Stilling |
A pose for the robot to move |
p[0,0,0,0,0,0,] |
| Streng |
Tekst |
“Hello World” |
| Vendepunkt |
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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