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TRIK Studio

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TRIK Studio Junior

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INTEGRATIONS

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TRIK controller

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About TRIK Studio

TRIK Studio — free robot programming environment.

It allows you to solve problems using both visual and textual programming languages.

A distinctive feature of TRIK Studio is an interactive simulation mode. You don't need to have a constructor to learn how to program.

TRIK Studio — universal software for teaching programming basics. It provides a smooth transition .

Supported platforms

TRIK Studio supports 4 platforms:

  • .

  • .

  • .

  • .

Download

You can download the latest version of TRIK Studio on the website .

Recommended system requirements

  • RAM: 4 GB or more.

  • Operating system:

    • 64-bit Microsoft Ⓡ Windows 10.

    • Ubuntu 16.04 and later.

TRIK Studio can be run on computers with different versions of operating systems and with less memory. For example, TRIK Studio 3.2.0 works with legacy versions of Microsoft Ⓡ Windows, on macOS 10.9 Mavericks, and on many versions of GNU/Linux. However, for later versions, compatibility with legacy operating systems is not guaranteed, so check compatibility before installing if your system does not meet the recommended requirements.

TRIK help

TRIK help — a guide for working with the free robot programming environment TRIK Studio. You can find the open-source TRIK Studio code in our repository at .

The help also describes how TRIK Studio interacts with supported platforms:

  • .

  • .

macOS 10.12 Sierra and later.

from diagrams to text languages
TRIK controller
LEGO EV3
LEGO NXT 2.0
Pioneer Kit
trikset.com
How to find out the version of TRIK Studio

LEGO NXT.

  • Pioneer Kit.

  • GitHub
    About TRIK Studio
    TRIK controller
    LEGO EV3

    How to find out the version of TRIK Studio Junior

    The TRIK Studio Junior version is displayed in the window title.

    And also on the start page.

    TRIK Studio Junior interface

    The TRIK Studio interface depends on the selected mode. TRIK Studio Junior, like , has two modes:

    1. It is intended for creating a robot control diagram and executing it in the generation mode.

    2. It is intended for executing and debugging a program on a 2D model.

    The TRIK Studio Junior interface depends on the selected mode and coincides with the TRIK Studio interface:

    How do I replace the "Character movement" image?

    This article is automatically translated from Russian by Google Translator.

    You can change the "Character movement" image in the TRIK Studio Junior settings.

    1. Choose Settings → Preferences ... in the

    2. Choose the "Robots" tab in the opened window, click the "Browse" button next to the "2D Robot Image" field and select the desired image.

    Syntax of expressions in the blocks in TRIK Studio Junior

    The syntax for expressions in blocks in TRIK Studio Junior is similar to the syntax for expressions in TRIK Studio blocks:

    PyCharm

    TRIK Studio can be integrated with the external programming environment .

    This will allow experienced TRIK Studio users to use all the features of professional text editors and their plugins:

    • static analyzers,

    • auto formatters,

    TRIK Studio
    Editing mode
    Debug mode
    TRIK Studio interface
    Syntax of expressions in the blocks

    Constants

    TRIK Studio has only one built-in constant. It can be used in the same way as sensor variables, but its value cannot be changed.

    pi

    3.14159265358979

    Represents the ratio of the circumference of a circle to its diameter, determined by the constant π.

    Property editing in TRIK Studio Junior

    Editing element properties in TRIK Studio Junior is similar to editing element properties in TRIK Studio:

    Property editing

    Antivirus conflicts

    Some antiviruses recognize TRIK Studio as a threat, which prevents TRIK Studio from working correctly.

    Below are the instructions for solving similar antivirus problems:

    • Avast antivirus blocks TRIK Studio. What to do?

    Subprograms in TRIK Studio Junior

    Any program in TRIK Studio can be saved as a subprogram and used in another program.

    Working with subprograms in TRIK Studio Junior is similar to working with subprograms in TRIK Studio:

    Subprograms

    Programming TRIK with the visual programming language

    For programming the TRIK controller with the visual language, TRIK Studio has specialized blocks, as well as sensor variables.

    Read more about visual programming in the article

    Visual programming

    Adding and removing blocks in TRIK Studio Junior

    Adding and removing blocks in TRIK Studio Junior is the same as in TRIK Studio:

    Adding and removing blocks
    color themes.

    Read about how to integrate PyCharm with TRIK Studio in the article:

    PyCharm
    Running a 2D model in TRIK Studio from PyCharm

    3. Press "OK".

    main menu

    How to find out the version of TRIK Studio

    The TRIK Studio version is displayed in the window title.

    And also on the start page.

    Working with graphs

    If the program is launched in the interpretation mode on the robot or in the two-dimensional model, you can see the readings of the robot sensors on the graph in the special window.

    The graph is scaled automatically so that the readings curve fits entirely in height.

    From the drop-down list below you can select a sensor, the values ​​from which will be displayed on the graph.

    When you hover over a point on the graph, the value at that point will be displayed.

    To the right of the graph there are four buttons for working with it:

    How to open robot settings

    Robot settings in TRIK Studio can be opened in two ways.

    Way 1

    Using the toolbar button:

    Way 2

    1. Choose in the Settings → Preferences → Robots.

    2. In the opened window open the tab "Robots".

    How to change TRIK Studio interface language

    Interface language can be changed in the TRIK Studio settings.

    1. Choose Settings → Preferences ... in the main menu

    2. Choose the "Behaviour" tab in the opened window.

    3. Select necessary language. Now TRIK Studio supports English, Russian and French.

    “<System language>” means that the TRIK Studio interface language will be determined by the language of the operating system.

    4. Press "OK".

    5. Restart TRIK Studio to apply the changes.

    PuTTY

    PuTTY — a client program for working with network protocols. You can connect to the TRIK controller using the SSH and Serial protocols.

    Launching PuTTY from TRIK Studio

    To run PuTTY, go to Tools → External tools → PuTTY.

    Connection to the TRIK controller in PuTTY

    1. Connect the controller to the computer via .

    2. In the TRIK Studio settings on the tab, write down the IP address of the controller, which is displayed on the main screen of the controller.

    3. Launch PuTTY from TRIK Studio by selecting Tools → External tools → PuTTY from the main menu.

    4. In the window that opens, enter the root login. Leave the Password field blank.

    VSCode

    TRIK Studio can be integrated with the external VSCode programming environment.

    This will allow experienced TRIK Studio users to use all the features of professional text editors and their plugins:

    • static analyzers,

    • autoformatter,

    • color themes.

    Read about how to integrate VSCode with TRIK Studio in the next articles:

    Class «battery»

    This article is automatically translated from Russian by Google Translator.

    Provides access to information about the battery or power supply unit.

    readVoltage

    Returns the current-voltage of the battery (or power supply) in volts.

    Syntax

    External tools

    PuTTY, WinSCP, TRIK Gamepad

    Three external programs are available in TRIK Studio:

    1. PuTTY.

    2. WinSCP.

    3. TRIK Gamepad.

    To start the program, go to the menu Tools → External tools.

    Connecting to the TRIK controller via Wi-Fi

    The TRIK controller has a Wi-Fi module that can work in two modes:

    1. The access point mode, when the controller creates a new network, and we connect devices to it.

    2. The Wi-Fi client mode, when we connect the controller to an existing network.

    To select a mode in the controller menu, select the Network item.

    Read about connecting the controller to devices in different modes and the interaction of several controllers in the articles:

    Links between blocks in TRIK Studio Junior

    This article is automatically translated from Russian by Google Translator.

    Links between blocks in TRIK Studio indicate the control flow of interpretation between blocks.

    Example

    Let it be necessary that after the delay the program ends immediately. To do this, connect the and blocks with a link pointing from the "Timer" block to the program end block.

    Creating and deleting links in TRIK Studio Junior is the same as in TRIK Studio:

    Getting started and creating a project

    Create a new project and launch an existing one

    Main window

    After starting TRIK Studio, you will see the start page that displays the of TRIK Studio, quick access to recent projects, and buttons for and .

    TRIK Studio language types

    Unlike , the TRIK Studio language is statically-typed, that is, the type of each expression and each variable must be known at compile time. Moreover, the language does not require (and does not even allow!) to explicitly write the types of variables. It uses automatic type inference for the use of variables.

    For example, environment "understands" from the expression a = 1 that type of a is integer.

    Sensor variables

    Besides , in TRIK Studio reserved variables are available that store the values ​​of the readings of sensors connected to the corresponding ports.

    These values ​​can be assigned to variables and used in mathematical expressions.

    Variables have the form

    For example, sensorA1 for TRIK or sensor1 for Lego NXT.

    A complete list of sensor variables is provided in sections for specific platforms:

    Avast antivirus blocks TRIK Studio. What to do?

    This article is automatically translated from Russian by Google Translator.

    Avast gives a message about a blocked file

    If Avast antivirus gives a message about blocking the file when you install or run TRIK Studio, you should add the file to exceptions in the antivirus settings, or select "MORE OPTIONS"→"Open anyway".

    About TRIK Studio Junior

    This article is automatically translated from Russian by Google Translator.

    TRIK Studio Junior is a free programming environment with the for elementary grades.

    The environment has a common interface with the programming environment for robots, which allows for a continuous learning process, starting from elementary grades.

    Getting started and creating a project in TRIK Studio Junior

    Main window

    After starting TRIK Studio Junior, you will see the start page that displays the of TRIK Studio Junior, quick access to recent projects, and buttons for and .

    Exercises in TRIK Studio Junior

    Exercise is a regular program in which you cannot modify some parts of a solution (blocks, sensors setup, world parameters). That is, any diagram can be saved as an exercise for students.

    Exercises are created and loaded in TRIK Studio Junior in the same way as in TRIK Studio:

    Visual programming

    A program in the TRIK Studio is represented as a sequence of the connected by the .

    Each program corresponds to the , which may contain other . Diagrams are packaged in projects stored on the disk.

    Main diagram

    The main diagram is created when the

    How to find out the firmware version of the TRIK controller?

    1. Turn on the controller.

    2. Go to More... → Version & Update.

    3. The "OS version" is the controller firmware version.

    WinSCP

    WinSCP — an SFTP and SCP protocol graphical client for Windows. Using it, you can exchange files between the TRIK controller and the computer using the SCP protocol.

    Run WinSCP from TRIK Studio

    To start the utility go to the menu Tools → External tools → WinSCP.

    About the TRIK controller

    The TRIK controller is an educational robotics platform developed by a team of experienced engineers specifically for robotics.

    supports this platform.

    The TRIK controller has a color touchscreen display, and a Wi-Fi module that can operate in .

    The TRIK controller is compatible with a wide range of , including all the necessary equipment for controlling DC motors and servo drives, as well as for receiving and processing information from digital and analog sensors, microphones, and video modules.

    The TRIK controller supports various ways of connecting via , .

    Sublime Text

    TRIK Studio can be integrated with the external programming environment.

    This will allow experienced TRIK Studio users to use all the features of professional text editors and their plugins:

    • static analyzers,

    • auto formatters,

    Connecting the TRIK controller to TRIK Studio

    1. Connect the controller to the computer with TRIK Studio installed in either of .

    2. In the TRIK Studio settings, go to the "Robots" section and select the TRIK platform in the "Platforms" window.

    3. Enter the IP address of the controller in the "TCP Settings" field.

    Also, the controller IP address can be specified on the toolbar:

    4. Click "OK".

    TRIK Studio Junior settings

    Settings window

    To open TRIK Studio preferences press the corresponding item in the :Settings → Preferences....

    The interface of the settings window in TRIK Studio Junior is the same as the interface of the settings in TRIK Studio:

    Connecting devices to TRIK and working with them

    This article is automatically translated from Russian by Google Translator.

    The TRIK controller allows you to build a robotic model without limiting yourself in the choice of "equipment" for it.

    It allows you to connect digital and analog sensors, external devices via i2c and UART protocols, has two video ports and a USB connector.

    There are 6 ports for servo motors and 4 ports for power motors.

    This section contains information on how to connect sensors, motors, cameras to the TRIK controller - it describes the process of testing the connected devices, their configuration, and effective use together with the TRIK Studio programming environment.

    Running a 2D model in TRIK Studio from VSCode
    Uploading programs to several TRIK robots from VSCode
    Exercises
    Connecting devices to TRIK and working with them
    Testing devices connected to the TRIK controller
    Configuring the operation of a USB camera with a TRIK controller
    Capturing images with TRIK camera and using them in TRIK Studio
    brick.battery().readVoltage();
    brick.battery().readVoltage();
    color themes.

    Read about how to integrate Sublime with TRIK Studio in the articles:

    Sublime Text
    Running a 2D model in TRIK Studio from Sublime Text
    Uploading programs to several TRIK robots from Sublime Text
    .
  • LEGO EV3.

  • LEGO NXT.

  • sensor<port name>
    constants
    TRIK
    Project creation

    To create a new project, click the "New project" button on the TRIK Studio home page.

    Or select File → New project from the main menu.

    A window opens with a new program in the visual programming language:

    Read about programming in a visual language in the article:

    Read about creating a new text program in the article:

    Launch an existing project

    To start an existing project, click the "Open project" button on the TRIK Studio start page.

    Or in the main menu, select File → Open....

    By default, TRIK Studio searches for files in the *.qrs format or the last open format (for example, *.js). If you need an existing project in a different format, select the desired format (for example, *.py) or All files (*.*).

    version
    opening an existing project
    creating a new one
    Visual programming
    Textual programming

    Integer

    Uses 32-bit signed representation (allows to store values in a range from -2 147 483 648 to 2 147 483 647).

    String

    Allows storing character strings of arbitrary length in UTF-8 encoding.

    Null type

    It has only a one-nil value and means the absence of any other value type.

    Allows storing an arbitrary number of values ​​of an arbitrary (but for each value in the same array of the same) type, including other arrays, and access values ​​by index.

    See the article about the syntax of expressions in blocks:

    Type

    Description

    Boolean (logic) type

    Can be one of two values: true or false.

    Real

    Lua

    Uses IEEE 754 64-bit binary64 representation (allows to store values up to 1.7E+308).

    Syntax of expressions in the blocks

    Or wait for some time for this message and continue your job:

    Avast does not display a threat message (file moved to virus chest)

    It is possible that Avast may delete the TRIK Studio executable file or simply not display a threatening message when launching TRIK Studio. In this case: 1. Open the main window of Avast. 2. In the "Menu", select the "My Statistics" item.

    3. Then "Threats in Virus Vault (Open Virus Vault)".

    4. Hover the mouse cursor over the locked file entry and a drop-down menu button "..." appears on the right. Click it and select "More Options".

    5. Then select "Restore and add to exceptions".

    6. After these actions TRIK Studio should start and work normally.

    Features of TRIK Studio Junior

    1. Loops, subprograms, arrays, mathematical and logical operators support.

    2. Wide range of characters.

    3. Support for exercise creation with auto-check for self-study and homework.

    4. Just like TRIK Studio, TRIK Studio Junior has an interactive simulation mode. You don't need to have a constructor to learn how to program.

    Since the interface and work in TRIK Studio Junior in many respects coincides with the interface and work in TRIK Studio, some articles in this section will provide links to similar articles in the TRIK Studio help section.

    What is "Character movement"

    "Character movement" — an object that understands and executes the commands of the algorithm. In TRIK Studio Junior, you can change the artist's image.

    Download TRIK Studio Junior

    You can download the latest version of TRIK Studio on the website trikset.com.

    Recommended system requirements

    • RAM: 4 GB or more.

    • Operating system:

      • 64-bit Microsoft Ⓡ Windows 10.

      • Ubuntu 16.04 and later.

      • macOS 10.12 Sierra and later.

    "Character movement"
    TRIK Studio
    Blocks in TRIK Studio Junior
    How do I replace the "Character movement" image?
    Exercises in TRIK Studio Junior
    How do I replace the "Character movement" image?
    How to find out the version of TRIK Studio Junior
    Project creation

    To create a new project, click the "New project" button on the TRIK Studio Junior home page.

    Or select File → New project from the main menu.

    A window opens with a new program in the visual programming language:

    Read about programming in a visual language in the article:

    Launch an existing project

    To start an existing project, click the "Open project" button on the TRIK Studio start page.

    Or in the main menu, select File → Open....

    By default, TRIK Studio Junior searches for files in the *.tsj format.

    version
    opening an existing project
    creating a new one
    . About adding and removing blocks to the
    , read the article:

    Subprograms

    The diagrams with subprograms are created automatically when you add the block "Subprogram" to the scene. In this case, the subprogram is displayed by double-clicking on the "Subprogram" block on the scene.

    Read more about subprograms in the article:

    blocks
    links
    main diagram
    diagrams (subprograms)
    project is created
    scene
    Adding and removing blocks
    Subprograms

    Connect to the TRIK controller in WinSCP

    1. In the directory with TRIK Studio installed, go to the winscp folder and run WinSCP.exe.

    2. Fill in the next fields:

    • File protocol: SCP

    • Host name: controller IP address.

    • User name: root.

    Leave the Password field blank.

    3. Press the "Login" button.

    4. If "Warning" window is opened, press «Yes».

    This warning occurs when WinSCP connects to a new SSH server.

    5. On the left side of the application, the file system of your computer will be, on the right - the file system of the TRIK controller.

    For detailed information about the TRIK controller, see the manufacturer's website.

    TRIK controller programming

    To program the TRIK controller, select "TRIK" in the TRIK Studio settings in the "Robots" tab.

    Use specialized and common blocks to write programs in a visual language. Read more about visual programming in the article

    Read about text programming in the article

    TRIK Studio
    programmable buttons
    two modes
    peripheral devices
    Wi-Fi
    connecting and working with external devices
    Visual programming
    Textual programming
    How to check the connection?

    Try to upload a program to the controller.

    What if there is no connection?

    If there is no connection to the controller, TRIK Studio will show an error:

    In this case check:

    1. Whether the IP address in TRIK Studio matches the IP address on the controller.

    2. Whether the TRIK controller displays its IP address. The IP address may not exist if the controller is connected to a Wi-Fi network in Wi-Fi client mode, but the router did not issue it. We recommend that you wait for a little or switch to the "Access Point" mode and back in the Wi-Fi client mode. It can also happen in Access Point mode. We recommend turning off the controller for a while and then restarting it.

    two ways

    Button

    Description

    Change the scale of the graph.

    Clear the graph.

    Export graph readings in .csv (comma-separated value) format. All readings of the selected sensor from the beginning of their recording are exported.

    main menu
    Wi-Fi
    Robots
    Connecting the TRIK controller to a computer and smartphone
    Connecting the TRIK controller to TRIK Studio
    Interaction of TRIK controllers
    Timer
    Final
    Links between blocks
    main menu
    TRIK Studio settings

    Syntax of expressions in the blocks

    To declare variables and set certain values ​​for them, the “Variable Initialization” block is used.

    "Variable Initialization" block

    For mathematical expressions — "Expression" block.

    "Expression" block

    Also, mathematical expressions, including those that change the values ​​of variables, can be used almost everywhere where you can specify a value.

    Blocks and their properties that do not allow the use of mathematical expressions are described in the section "Common blocks".

    All variables in the program are global, i.e. their values ​​can be used in any block in the program.

    TRIK Studio language

    The language used inside the blocks is based on and largely follows its syntax. Nevertheless, there are significant differences, so a full description of the language used in TRIK Studio is given here.

    Examples of expressions

    Declaration of several variables in one block "":

    The same using blocks:

    Proportional controller for driving along the line using two light sensors for the TRIK platform:

    An example of using to set the ports of the “Motors forward” block. An array is created with the name a, the port M3 is assigned to the zero element, the first is M1, then the contents of the first element of the array are changed to M4, then the resulting array is transferred to the “Ports” property of the “Motors forward” block:

    Built-in functions

    In mathematical expressions, you can use the functions available for any platform.

    Function

    Description

    time()

    Returns the time in milliseconds since the program started.

    sin(angle)

    The sine of the angle, where "angle" is the angle in degrees.

    cos(angle)

    The cosine of the angle, where "angle" is the angle in degrees.

    ln(a)

    Textual programming

    Creating a new text program, generating diagrams in code and supported programming languages

    The text-based programming mode allows you to edit the program generated from the diagram before downloading it to the robot or write the program in text form from scratch.

    Create a new text program

    1. Create a diagram containing the "Initial Node" and "Final Node" blocks.

    2. Select a real robot mode.

    3. Click on the “Generate Code” button. After that, an empty program template that contains all the necessary declarations will appear.

    Generate code from the diagram

    1. Select the real robot mode.

    2. Press the "Generate code" button.

    When the diagram is regenerated, manual changes will not be lost if the text file is saved. The result of the new generation will be saved to another file.

    Supported programming languages

    The supported text programming language is platform-dependent. One platform can have multiple target text languages.

    Attention! Available generators depend on the installed plug-ins.

    TRIK controller

    For the TRIK platform, generation is possible in:

    • .

    • .

    Lego EV3 controller

    Experts in EV3 can look at the code generated in the internal language of EV3 using the "Generate into EV3 byte code" button. Theoretically, it can be edited and run for execution or even used for EV3 text programming, but it is inconvenient to do this - the language was created to automatically generate, rather than write programs.

    Lego NXT controller

    For Lego NXT, generation in is supported using the ECRobot library.

    Geoscan Pioneer quadcopter

    For the quadcopter Geoscan Pioneer, generation in Lua is possible.

    Visual programming in TRIK Studio Junior

    A program in the TRIK Studio Junior is represented as a sequence of the blocks connected by the links.

    Each program corresponds to the main diagram, which may contain other diagrams (subprograms). Diagrams are packaged in projects stored on the disk.

    Main diagram

    The main diagram is created when the . About adding and removing blocks to the , read the article:

    Subprograms

    The diagrams with subprograms are created automatically when you add the block "Subprogram" to the scene. In this case, the subprogram is displayed by double-clicking on the "Subprogram" block on the scene.

    Read more about subprograms in the article:

    Uploading programs to several TRIK robots from Sublime Text

    This article discusses the possibility of simultaneous loading of programs on a group of robots using the external text editor Sublime Text. The article is a continuation of the next material

    Running a 2D model in TRIK Studio from Sublime Text

    Setting up

    Download the send_files.cmd file for Windows and place it in the folder where TRIK Studio is installed.

    The manual was tested on Sublime Text 3 (Build 3211). You can download Sublime Text from the .

    Before starting the program for the first time, you should log in to the TRIK controller via WinSCP. Instructions on how to do this are available . After that WinSCP will remember that it was allowed to establish a connection with this robot and will not require confirmation. This step must be repeated each time a new controller is connected.

    1. Start Sublime Text.

    2. Choose Tools → Build System → New Build System

    3. A window with a text file will open. In it, you need to erase everything and insert the following code instead:

    Where:

    • <path to scripts dir> — the full path to the folder with the programs to be loaded onto the robots,

    • <file with ip addresses> — the name of the.txt file that contains the IP addresses of the robots to upload the files.

    • There must be one IP address per line. The file must be in the same folder as the programs to be uploaded.

    4. Specify your path to the send_files.cmd file instead of the one specified in the code.

    Exapmple:

    5. Save the file in the suggested directory <system directory>\Sublime Text 3\Packages\User under the nameTRIK_SEND.sublime-build.

    6. ChooseTools → Build System and then in the list opened chooseTRIK_send.

    7. To start sending programs to robots, just click Tools → Build or the corresponding key combination Ctrl+B. In order to return to , select Tools → Build System and select TRIK in the list that opens.

    Class «led»

    This article is automatically translated from Russian by Google Translator.

    Provides control of the LED on the body of the robot.

    Method

    Description

    Turns the LED on in "red" mode.

    red

    Turns the LED on in "red" mode.

    Syntax

    green

    Turns the LED on in the "green" mode.

    Syntax

    orange

    Turns the LED on in the "orange" mode.

    Syntax

    off

    Turns off the LED.

    Syntax

    Class «accelerometer»

    This article is automatically translated from Russian by Google Translator.

    Represents the accelerometer of the TRIK controller.

    Method

    Description

    Returns the current sensor reading as an array of three elements corresponding to the sensor readings along each axis.

    read

    Returns the current sensor reading as an array of three elements corresponding to the sensor readings along each axis.

    Syntax

    newData

    The signal sent by the sensor when new data is ready.

    Array

    An array is one of the types of TRIK Studio language that stores a set of values ​​(array elements) identified by an index. The numbering of indices in the array starts at 0.

    Arrays can be created explicitly using the following expressions (the next lines are equivalent):

    a = {1; 2; 3; 4};
    a = {1, 2, 3, 4};

    Or with explicit indices:

    a = {[0] = 1, [10] = 2, [20] = 3};

    You can use arrays without creating them. For example, like this:

    a[1] = 1;
    a[2] = 2;

    In this case, "empty spaces" in the array (indices that did not have an explicit assignment) will be filled with default values:

    • 0 — for real and integer;

    • false — for boolean;

    • empty lines for arrays of strings.

    Array values ​​can also be used without curly braces if used as the return value. For example, this expression will return an array of numbers 1 and 2:

    This is implemented in order to interpret the enumerations of values ​​(for example, the ports of motors in the block ) as arrays. Therefore, wherever you use a comma-separated value notation, you can use an array.

    Launching and uploading programs to the TRIK controller

    To work with the TRIK controller in the TRIK Studio settings, go to the "Robots" section and select the TRIK platform.

    There are several options for executing programs for the TRIK controller:

    • Step-by-step diagram interpretation with a simulation of robot behavior on a 2D model.

    • Uploading the program to the robot and its further autonomous execution without communication with the computer.

    Interpretation with a simulation of robot behavior

    In the robot's 2D model mode, commands are not transmitted to the robot but are executed step-by-step by the virtual robot displayed on the screen. For more information, see the article .

    1. Turn on 2D model mode.

    2. Click on the "Run" button.

    3. The 2D model window will open and the program will start running.

    4. When you switch to edit mode, you can track the steps of the program.

    Uploading to the controller

    From TRIK Studio, you can upload a program to a robot in order to execute it autonomously later without connection to a computer. 1. the TRIK controller to TRIK Studio. 2. Click on the "Upload Program" button.

    3. To run the program on the controller go to the "Files" menu, select the desired program and press the "Enter" button.

    Running a 2D model in TRIK Studio from Sublime Text

    This article discusses setting up and using the Sublime Text external programming environment to call programs in the TRIK Studio 2D model.

    This will allow experienced TRIK Studio users to use all the features of professional text editors and their plugins: static analyzers, auto formatters, color themes.

    It also describes how to automatically run the program on several fields, which can be useful for participants in competitions with automated verification systems.

    Preparation

    It is assumed that the user is writing a program in an external editor and would like to run this program on one or more fields. Fields can be presented both in the .xml format (more details in the article ""), and in the.qrs format.

    1. Download file for Windows or for Linux and place it in the folder where TRIK Studio is installed.

    2. Place the fields on which you want to test the program in a separate folder. If the fields are in .xml format, create an empty default.qrs project in this folder.

    Setting up Sublime Text

    The instruction was tested on Sublime Text 3 (Build 3211). You can download Sublime Text on the .

    1. Open Sublime Text.

    2. ChooseTools → Build System → New Build System.

    3. A window with a text file will open. You need to erase everything in it and paste the following code instead, where <path to field dir> is the full path to the folder with the fields:

    4. Edit this file:

    • For Linux, substitute your path to the run_2d_model.sh file instead of the one specified in the code. For example: "cmd": ["/home/admin/TRIKStudio/run_2d_model.sh", “/home/admin/fields/”, "$file"]

    • For Windows, substitute your path to the run_2d_model.cmd file instead of the one specified in the code. For example: "cmd": ["D:\TRIKStudio\run_2d_model.cmd", "D:\Users\Admin\fields", "$file"]

    5. Save this text file in the suggested directory <system folder>\Sublime Text 3\Packages\User under the name TRIK.sublime-build.

    6. Open your source code in Sublime Text. To launch it, just click Tools → Build or the corresponding key combination (Ctrl + B).

    For the proposal to add this functionality, the TRIK project team thanks Alexander Zhuravlev, the participant of the NTI IRS Olympiad 2018-2020.

    Property editing

    In TRIK Studio, there are two ways to edit property values ​​of blocks and links between them:

    1. Using Property Editor panel.

    2. Directly on the diagram.

    Attention! Editing the properties of the block is carried out only using the context menu.

    Using Property Editor panel

    When a block, link, or element is selected, all the properties of the current element are displayed on the panel.

    The property editor is a table. In the left column, the property name of the element is displayed, in the right - its value.

    You can change the value of any property by clicking on the corresponding cell in the right column and entering the desired value.

    For properties that allow only a specific set of values, for example, the “Port” property of the "" block, when you try to edit them, a drop-down menu will appear where the desired value is selected:

    Property editing on the diagram

    To edit properties directly on the diagram:

    1. Hover over the value of the desired property.

    2. Double-click the left mouse button to activate editing properties.

    3. Enter the desired value.

    4. Click on any place in the scene.

    Attention! This approach can serve as a source of errors, because it allows you to enter an arbitrary text value of the property, including the incorrect one. Be careful.

    Connecting the TRIK controller to a computer and smartphone

    Using access point and client modes

    The TRIK controller can be connected to other devices in two ways:

    1. Using the TRIK controller as an access point (the controller creates a new network) and connects the devices to it.

    2. Using the TRIK controller in Wi-Fi client mode and connect the devices and the controller itself to an existing network.

    Method 1. The controller in the Wi-Fi access point mode

    In this mode, the controller creates a new network, so we can connect devices to it.

    1. Select Network → Wi-Fi hotspot in the menu. The controller will distribute Wi-Fi, and the network parameters will appear on the screen:

    • Network name.

    • Password.

    • Controllers IP address.

    2. When connecting a computer or smartphone to a Wi-Fi network, select the network and enter the password.

    Method 2. The controller in the Wi-Fi client mode

    In this mode, we connect the controller and devices to an existing Wi-Fi network.

    To do this, in the controller's , we need to enter the name and password of the network to which we will connect the controller.

    1. To launch the web interface, connect your computer or smartphone to the controller as an access point.

    2. In the address bar of the browser, enter the IP address of the controller. The web interface will open.

    3. In the "Wi-Fi client" field, enter the name and password of the network to which you want to connect the controller. Click the Save button.

    4. Switch the controller to Wi-Fi client mode.

    5. If the connection is successful, the controller's IP address will be displayed at the top of the screen next to the icon , and the network name will be highlighted in the list with the icon .

    Function include

    This article is automatically translated from Russian by Google Translator.

    Function description

    Allows you to use functions implemented by the user in other files. It is supposed to write your own libraries.

    As a passed parameter you must specify the full system path to the file with the required functions or the name of the file. In the second case, the file for a connection must be in the same directory as the main file in which include is called.

    Function call

    Subprograms

    Any program in TRIK Studio can be saved as a subprogram and used in another program.

    Subprograms to a local collection or to a separate file for transfer to other computers.

    To work with the collection of subprograms, use the menu item Tools → Subprograms:

    1. .

    Exercises

    Creation and upload of exercises

    Exercise is a regular program in which you cannot modify some parts of a solution (blocks, sensors setup, world parameters). That is, any diagram can be saved as an exercise for students.

    Exercise creation

    1. Draw a field on the scene using the , if it is necessary for your task.

    2. Create a diagram.

    Running a 2D model in TRIK Studio from VSCode

    This article discusses setting up and using the VSCode external programming environment to call programs in the TRIK Studio .

    This will allow experienced TRIK Studio users to use all the features of professional text editors and their plugins: static analyzers, auto formatters, color themes.

    It also describes how to automatically run the program on several fields, which can be useful for participants in competitions with automated verification systems.

    Preparation

    It is assumed that the user is writing a program in an external editor and would like to run this program on one or more fields. Fields can be presented both in

    TRIK controller programming in Python and JavaScript

    This article is automatically translated from Russian by Google Translator.

    Creating a text program

    Read the article about creating a new text program and generating a diagram to code:

    Uploading programs to several TRIK robots from VSCode

    This article discusses the possibility of simultaneous uploading of programs on a group of robots using an external text editor VSCode. The article is a continuation of the next material

    Setting up

    Download the file for Windows and place it in the folder where TRIK Studio is installed.

    Screenshot of the TRIK controller screen

    Using the web interface, as well as the PuTTY and WinSCP utilities

    A screenshot of the TRIK controller screen can be taken in two ways:

    1. Using the .

    2. With the .

    Class «colorSensor»

    This article is automatically translated from Russian by Google Translator.

    The camera in color sensor mode.

    TRIK Studio language tokens

    The language uses spaces, tabs, and line breaks outside of string literals only as separators between tokens — they do not affect the interpretation of expressions.

    The language has the following keywords:

    • and

    • false

    Class «sensor»

    This article is automatically translated from Russian by Google Translator.

    Represents a sensor (analog or digital) connected to ports A1, ..., A6, D1, D2.

    The logarithm, where "a" is a number.

    exp(a)

    Exponent ("e" in the degree of argument "a").

    asin(a)

    Arcsine, where "a" is a number.

    acos(a)

    Arccosine, where "a" is a number.

    atan(a)

    Arctangent, where "a" is a number.

    atan2(a1, a2)

    The arctangent of a1 / a2 with division check by 0.

    sgn(a)

    Sign. Returns 1 if the argument “a” is positive, -1 if it is negative, and 0 if the argument is zero.

    sqrt(a)

    The square root of the argument "a". If the argument is negative, the variable will be assigned the value “NaN” (Not A Number).

    abs(a)

    The absolute value of number "a".

    ceil(a)

    Rounds up the passed argument "a" to the nearest integer.

    floor(a)

    Rounds down the passed argument "a" to the nearest integer.

    random(a)

    A random number between 0 and the passed argument “a”.

    Array

    Signal

    Description

    newData

    The signal sent by the sensor when new data is ready.

    brick.accelerometer().read();
    read
    brick.accelerometer().read();
    other_file.js
    // Functions must be declared as global variables
    sum = function(a, b) {
        return a + b;
    }
    include("other_file.js");
    print(sum(1, 2));

    green

    Turns the LED on in the "green" mode.

    orange

    Turns the LED on in the "orange" mode.

    off

    Turns off the LED.

    brick.led().red();
    brick.led().green();
    red
    brick.led().red();	
    brick.led().green();	
    a = 1;
    b = 2;
    a, b 
    "Motors forward"

    nil

  • not

  • or

  • true​

  • And the following operators:

    String literals are written in either single or double-quotes. For example,

    Integers are written either in decimal, octal, or hexadecimal. Hexadecimal numbers begin with the prefix 0x, octal numbers begin with the prefix 0. For example,

    • 3, 345 — decimal number

    • 0xff, 0xBEBADA — hexadecimal number

    • 07654321 — octal number

    Real numbers are written either in conventional or exponential form. For example,

    Comments begin with -- and continue to the end of the line. For example,

    See the article about the syntax of expressions in the blocks:

    Syntax of expressions in the blocks
    brick.led().orange();
    brick.led().orange();
    brick.led().off();
    brick.led().off();
    + - * / % ^ # & ~ | << >> // == ~= <= >= < > = ( ) { } [ ] ; : , . .. && ||
    a = 'alo123'
    a = "alo123"
    3.0
    3.1416 
    314.16e-2
    0.31416E1 
    34e1​
    a = 1; -- remark

    Constants

  • Built-in functions

  • Lua 5.3
    Types
    Tokens
    Operators
    Sensor variables
    Expression
    "Variables Initialization"
    arrays
    .
  • Save to collection.

  • Load from the collection.

  • Clear collection.

  • Export to file

    Use the export of subprograms to a file to transfer them to other computers. If you plan to use the subprograms on your computer, then use the option Save to collection.

    To export subprograms from an open project to a separate qrs file, select Tools → Subprograms → Export to file in the main menu.

    All subprograms from the current project will be exported to this file.

    Import from file

    To load previously-stored subprograms, select Tools → Subprograms → Import from file in the main menu.

    Attention! If the imported file contains subprograms with the same names as in the current project, then the subprograms from the project will be replaced by imported ones.

    Save to collection

    To transfer subprograms to other computers, use the export function.

    To save routines from the current project, select Tools → Routines → Save to Collection from the main menu.

    Then select the subprograms you want to save and click OK.

    Attention! If there are subprograms with the same names in the collection, they will be overwritten.

    Load from collection

    To load subprograms from the collection, select Tools → Subprograms → Download from the collection from the main menu.

    Then select the subprograms that you want to import into the current project, and click OK.

    Clear collection

    To delete all subprograms saved in the collection, select Tools → Subprograms → Clear collection in the main menu.

    The collection of subprograms is stored in the user directory and is not lost when uninstalling or reinstalling TRIK Studio.

    can be saved
    exported
    Export to file
    Import from file
    3. Remove all or part of the blocks from the diagram. The Initial Node block must have remained on the scene.

    4. Choose Tools → Save as task… in the main menu.

    5. In the opened dialog, select the restrictions for the exercise.

    Name

    Description

    1

    2d model world is read-only

    Forbids editing walls and colored lines in a two-dimensional model.

    2

    Sensors are read-only

    It prohibits changing the configuration of sensors, as well as their position and direction in a two-dimensional model.

    3

    2D robot model position is read-only

    Forbids to move the robot "manually."

    4

    6. Click “OK” and select the path to save the exercise.

    7. After saving, the exercise will automatically open in TRIK Studio, where you can make sure that the selected options are not available for editing.

    Exercise load

    Loading a saved exercise takes place as a regular program. For example, using the File Panel.

    world editing panel
    .xml
    format (for more details, see the article "
    "), and in .qrs format.
    1. Download run_2d_model.cmd for Windows or run_2d_model.sh for Linux and place it in the folder where TRIK Studio is installed.

    2. Place the fields on which you want to test the program in a separate folder. If the fields are in .xml format, create an empty default.qrs project in this folder.

    The manual was tested on the January 2020 release (version 1.42). You can download VSCode from the official website.

    Setting up VSCode

    1. Create a folder where the source code file will be placed.

    2. Open this folder in VSCode with File → Open Folder.

    3. ChooseTerminal → Configure Tasks.

    4. If there were no tasks before, then selectCreate tasks.json file from template → Others in the drop-down menu . The file tasks.jsonwill be opened. If tasks were created earlier, it will open right after point 3.

    5. Delete everything from this file and paste this code, where <path to field dir>is the full path to the folder containing fields:

    6. Depending on your operating system, edit the filetasks.json:

    • For Linux, in the line corresponding to the "command" field, specify the path to the edited run_2d_model.shand specify your source code file as the third argument. This file should be located in the folder that we opened with VSCode. Example: "command": "/home/admin/TRIKStudio/run_2d_model.sh /home/admin/fields/ script.js"

    • For Windows, in the line corresponding to the

      "windows": { "command" field, specify the path to the edited run_2d_model.shand specify your source code file as the third argument. This file should be located in the folder that we opened with VSCode. Example: "command": "D:\TRIKStudio\run_2d_model.cmd D:\Users\Admin\fields script.js"

    7. Save the filetasks.json.

    8. Now select Run TRIK 2D modelin the dropdown menu Terminal → Run Task or press the corresponding keyboard shortcut (Ctrl+Shift+B) to run your code.

    For the proposal to add this functionality, the TRIK project team thanks Alexander Zhuravlev, the participant of the NTI IRS Olympiad 2018-2020.

    2D model
    2D model tuning
    Programming in Python and JavaScript

    The functionality of the runtime environment is accessed through predefined objects and functions.

    Objects

    Object

    Description

    Represents the TRIK controller and provides access to the robot's devices.

    Represents methods of controlling the execution of the script and provides access to operating system functions.

    It implements communication between robots in the network by means of the mailbox mechanism.

    Serves to work with the remote control.

    Provides management of parallel threads.

    Functions

    Function

    Description

    Returns a one-dimensional array of bytes containing the pixels of the rgb32-formatted image taken from the camera.

    Allows you to use functions implemented by the user in other files. It is assumed for writing your own libraries. As a passed parameter you must specify the full system path to the file with the required functions.

    Textual programming
    The manual was tested on the January 2020 release (version 1.42). You can download VSCode from the official website.

    The first time the program is launched, confirmation from the user is required to establish a connection with the robot.

    To allow the connection, enter Y or Yes at the command line.

    1. Open the folder with the files you want to send in VSCode using File → Open Folder.

    2. SelectTerminal → Configure Tasks.

    3. If there were no tasks before, then select Create tasks.json file from template → Others from the drop-down menu. The tasks.json file will be opened. If tasks were created earlier, it will be opened right after step 2.

    4. Remove everything from this file and paste this code:

    Where:

    • <path to scripts dir> is the full path to the folder with programs that must be uploaded on robots,

    • <file with ip addresses> is the name of the .txt file that contains the ip-addresses of robots for downloading files. One ip-address per line.

    5. In the line corresponding to the "windows": {"command" field specify the path to the send_files.cmd file. The file with the IP addresses of the robots must be in the same folder as the programs to be sent. For example:

    6. Save the file tasks.json.

    7. Now select Send filesin the dropdown menu Terminal → Run Taskor press the corresponding keyboard shortcut (Ctrl+Shift+B) to upload programs to the robots.

    Running a 2D model in TRIK Studio from VSCode
    send_files.cmd
    Using the web interface

    1. Connect to the controller via Wi-Fi using any method.

    2. Log in to the web interface by typing the IP address of the controller in the browser.

    3. Make sure that the image or text you want to take a screenshot of is displayed on the controller screen.

    4. Select the Image menu item in the web interface and click the Make Screenshot button.

    5. After that, the screenshot will appear in the list. If this does not happen, you need to refresh the page (F5 or Ctrl-R).

    6. To download the screenshots you've taken, click the Download All button.

    With the PuTTY and WinSCP utilities

    1. Connect to the controller via Wi-Fi using any method.

    2. Open TRIK Studio.

    3. Run the PuTTY utility. To do this, in the main menu open Tools -> Third-Party Programs -> PuTTY.

    4. Wait for the connection process to complete.

    5. Make sure the controller displays the image or text you want to screenshot.

    6. Enter the fbgrab image.png command, where image is an arbitrary name for the saved image.

    7. If successful, the following text will be displayed in the console:

    Resolution: 240x320 depth 16 Converting image from 16 Now writing PNG file (compression -1)

    8. Run the WinSCP utility. To do this, open Tools → Third-Party Programs → WinSCP in the main menu.

    9. If you see a "Warning" window, click "Yes".

    10. Select in the left window the directory where you want to save the snapshot. Drag the created image from the right window to the left.

    web interface
    PuTTY and WinSCP utilities

    Returns an array with the coordinates of the dominant color in the RGB color scale in the specified area of the frame.

    Turns off the camera and stops the sensor.

    init

    Turns the camera on and initializes it in color sensor mode.

    Syntax

    brick.colorSensor("video1").init(true);
    brick.colorSensor("video1").init(True);

    The boolean parameter defines whether to display the image from the camera:

    • true — output,

    • false — do not output

    read

    Returns an array with the coordinates of the dominant color in the RGB color scale in the specified area of the frame.

    The frame is divided into squares by a grid, by default 3 by 3, the dimensionality of the grid can be set in model-config.xml on the robot. Squares are indexed from 1. That is, (1, 1) is the upper-left edge of the frame, (2, 2) is its center.

    The return value is an array of three elements from 0 to 255, indexed from 0. The zero element contains the intensity of red (0 - none at all, 255 - very much), the first - the intensity of green, the second - the intensity of blue. For example, (0, 0, 0) is black, (255, 255, 255) is white, (255, 0, 0) is red.

    Syntax

    As a parameter, it is necessary to specify the indices of the square x and y.

    stop

    Turns off the camera and stops the sensor.

    Syntax

    Method

    Description

    init​

    Turns the camera on and initializes it in color sensor mode.

    Returns the current raw reading of the sensor (digital or analog) connected to this port.

    read

    Returns the current reading of the sensor (digital or analog) connected to this port. The present value is returned, depending on the port configuration, which is described in the file model-config.xml in the trik folder on the robot.

    For example, the IR distance sensor returns a value in centimeters.

    Syntax

    var data1 = brick.sensor(sensorName).read();
    var data2 = brick.sensor("sensorName").read();
    data1 = brick.sensor(sensorName).read();
    data2 = brick.sensor("sensorName").read();

    readRawData

    Returns the current raw reading of the sensor (digital or analog) connected to this port. The range of values depends on the specific sensor and does not take into account the configuration of the robot (the physical readings of the sensor are returned, e.g. the delay of the received ultrasonic signal).

    Syntax

    var data1 = brick.sensor(sensorName).readRawData();
    var data2 = brick.sensor("sensorName").readRawData();
    data1 = brick.sensor(sensorName).readRawData();
    data2 = brick.sensor("sensorName").readRawData();

    Method

    Description

    read

    Returns the current reading of the sensor (digital or analog) connected to this port.

    official website
    here
    start the 2D model
    2D model tuning
    run_2d_model.cmd
    run_2d_model.sh
    official website
    Python
    JavaScript
    C language
    project is created
    scene
    Adding and removing blocks in TRIK Studio Junior
    Subprograms in TRIK Studio Junior
    "2D Model"
    Connect
    Subprogram
    Property Editor
    Wait for IR distance sensor
    web interface

    Adding and removing blocks

    Add blocks to the scene

    You can add blocks to the scene in TRIK Studio in three ways:

    1. Drag and drop the corresponding icons from the palette of elements onto the diagram.

    2. .

    3. between blocks using a linker.

    Drag and drop from the palette

    Left-click on the necessary block located in the panel. Without releasing the mouse button, move the block onto the scene.

    Use mouse gestures

    Draw on the scene a special image of the block with the Right mouse button. The block appears in the center of the drawn image.

    Gestures can be drawn with a few strokes. The gesture input ends if the strokes have not been drawn for some time (you can set the time in the settings window on the tab).

    Available conditional images can be found in two ways:

    1. In the "Mouse Gestures" window, which opens through the main menuTools → Mouse gestures.

    2. In the tooltip that appears when you hover over a block in the Palette panel.

    Add block when creating a new connection

    1. Start (a colored circle to the right of the block that appears after the block is selected) and release the left mouse button when the cursor is on an empty section of the diagram.

    2. In the menu that appears, select "Create new element". A new menu with blocks will appear.

    3. Select the block you need.

    Delete block

    Deleting a block from the scene is possible in two ways:

    1. Select the block with the left mouse button and then click the "Delete" button on the keyboard.

    2. Right-click on the block and select "Delete" in the menu that appears.

    Delete several blocks

    1. Select the necessary blocks in one of the following ways.

    1.1. Hold down the "Ctrl" button and right-click the necessary blocks.

    1.2. Right-click on an area in the scene with the necessary blocks.

    2. Delete the selected blocks in one of the following ways.

    2.1. Press the “Delete” button on the keyboard.

    2.2. Right-click on any selected block and select "Delete" from the menu that appears.

    Replace block

    To replace the block on the scene:

    1. Right-click on the block and select "Replace by..." in the menu that appears.

    2. Select the block that you want to put instead of from the list.

    Links between blocks

    Links between blocks in TRIK Studio indicate the control flow of interpretation between blocks.

    Example

    Let it be necessary that after the delay the program ends immediately. To do this, connect the Timer and End blocks with a link pointing from the "Timer" block to the program end block.

    Create links

    Links can be created in two ways:

    1. .

    2. .

    Using mouse gestures

    Hover over a block, hold down the right mouse button and draw a line to the second block. The line shape can be arbitrary. It is important that it starts strictly on one block and ends on the second.

    If you move the mouse cursor over the link, gray markers are displayed at its ends. By pulling on one of these markers, you can control the link. To attach one of the ends of the connection to the block, you need to pull the corresponding gray marker and release it on the block of interest.

    Using linkers

    The Linker is a colored circle to the right of the block that appears after the block is selected. When you click on this circle and move the mouse with the left button pressed, the link begins to stretch out of the element.

    If you drop this relationship on an existing element, these elements will be connected.

    If you release the left mouse button when the cursor is on an empty section of the diagram, a menu with the following items will appear:

    • Delete

    • Create new element

    When you select the "Delete" menu item, the created link will be deleted.

    When you hover over the menu item "Create a new element" a new menu appears, listing all the possible elements to create. When you select one of these items on the diagram, the corresponding element will be created and join the current link.

    Delete links

    Links are removed in the same way as .

    Add a new block on the link

    If you need to add a new block between two linked blocks, drag a block from the Palette panel to the link. Release the mouse button when you hover over a link (not a block).

    Create breakpoints

    Links in TRIK Studio can be broken lines. To add a breakpoint, move the mouse cursor over the link, click the left mouse button and drag the gray marker that appears.

    If the breakpoint of the connection is positioned so that it and the two nearest to it will be located approximately on one straight line, this will lead to the destruction of this breakpoint and smoothing of the broken line in this place.

    Running a 2D model in TRIK Studio from PyCharm

    This article is automatically translated from Russian by Google Translator.

    This article deals with setting up and using the external programming environment PyCharm to call programs in the 2D model of TRIK Studio.

    This will allow experienced TRIK Studio users to use all the features of professional text editors and their plugins: static analyzers, auto formatters, color themes.

    It also tells how to automatically run the program on several fields, which can be useful for participants of competitions with automated checking systems.

    Preparation

    It is assumed that the user is writing a program in an external editor and would like to run this program on one or more fields. Fields can be presented both in the .xml format (more details in the article ""), and in the.qrs format.

    1. Download file for Windows or for Linux and place it in the folder where TRIK Studio is installed.

    2. Place the fields on which you want to test the program in a separate folder. If the fields are in .xml format, create an empty default.qrs project in this folder.

    Setting up PyCharm

    Instructions tested on PyCharm Professional Edition (2019.3). You can download PyCharm from the .

    1. Open the source code folder in PyCharm with File → Open.

    2. ChooseFile → Settings or press the key combination «Ctrl+Alt+S».

    3. ChooseTools → External tools and click on the «+».

    4. In the Name field, enter the desired name of the tool, for example, «run_2d_model». In the Program field, type your path to the file run_2d_model.cmd. In the Arguments type the parameters $FileDir$ and $FileName$ or chooseInsert Macros and select the desired parameters from the list. In the Working Directory type$FileDir$ or chooseInsert Macros and select the desired parameter. Click the OK button.

    5. To run the code, select Tools→ External tools and run_2d_model (or its name, chosen earlier).

    6. To add "hotkeys" select File → Settings or press the key combination «Ctrl+Alt+S». In the menu that appears, select the tab Keymap and go to the created external tool. Click on run_2d_model right mouse button, select Add Keyboard Shortcut.

    7. In the window that opens, enter the desired key combination to call the Toolbox and click «ОК».

    8. Now you just have to press the selected combination (in this case Shift+B, but it is possible to choose any other) to run the code.

    If an error occurs, select Settings → Tools → Terminal and enter your path to the cmd.exe file (shell path). Then click Apply.

    Class «lineSensor»

    This article is automatically translated from Russian by Google Translator.

    Camera in line sensor mode.

    Method

    Description

    Detects the dominant color in the vertical bar in the center of the frame and remembers it as a line color.

    detect

    Detects the dominant color in the vertical bar in the center of the frame and remembers it as a line color. Then the "" method starts returning data for that line.

    Syntax

    init

    Turns the camera on and initializes it inline sensor mode. The boolean parameter determines whether to display the image from the camera (true - display).

    Syntax

    The boolean parameter defines whether to display the image from the camera:

    • true — output,

    • false — don't output.

    read

    Returns an array with the following data in its cells:

    • the zero cell is the X coordinate of the line center relative to the center of the frame (from -100 to 100, -100 is the center of the line on the edge of the frame on the left);

    • in the first cell - the probability of crossing (the number from 0 to 100, showing how many points of the line color are in the horizontal stripe in the frame center);

    • the second cell - the relative size of the line, a number from 0 to 100 (100 - the line occupies almost the whole frame, 0 - the line is absent in the frame).

    Syntax

    stop

    Turns off the video camera and stops the sensor.

    Syntax

    Class «keys»

    This article is automatically translated from Russian by Google Translator.

    Used to operate the buttons on the robot's remote control.

    Method

    Description

    Sent when the button with the specified code is pressed or released.

    buttonPressed

    Sent when the button with the specified code is pressed or released.

    Syntax

    The first parameter is the code of the button, the second - 1 if the button is pressed, 0 if released.

    isPressed

    Returns true if the button with the specified code is currently pressed. Possible options:

    • KeysEnum.Left (code105),

    • KeysEnum.Up (code 103),

    • KeysEnum.Down (code 108),

    Syntax

    reset

    Resets memorized button presses.

    Syntax

    wasPressed

    Returns whether or not a button with the specified code was pressed, reset the remembered presses for that button. Possible options:

    • KeysEnum.Left (code 105),

    • KeysEnum.Up (code 103),

    • KeysEnum.Down (code 108),

    Syntax

    Interaction of TRIK controllers

    TRIK controllers can interact with each other, which makes it possible to solve problems of transferring messages between robots.

    For the interaction of controllers, it will be necessary to select a master controller — the one to which we will connect the rest of the controllers. And also connect all controllers to one network. This can be done in two ways:

    1. Using the existing network.

    2. By creating a Wi-Fi access point on one of the controllers.

    Method 1. Interaction using an existing Wi-Fi network

    1. Select a master controller and connect it to an existing Wi-Fi network in .

    2. In the of the master controller, in the "Interaction of robots" field, specify the tail number (usually for the master it is 01, but any other is possible) and its IP address.

    3. Connect all other controllers to the same Wi-Fi network in .

    4. Specify for each of them in your web interfaces in the "Interaction of robots" field the tail number (different from the others) and the IP address of the master controller.

    Also, the flight number and IP address of the master controller can be specified on the controller in the Interaction menu item.

    4. On all controllers go to the Interaction menu item and click the "Connect" button. The icon should appear in the upper right corner of the controller screens.

    Method 2. Interaction using a Wi-Fi access point on one of the controllers

    Actions with the master controller

    1. Select a master controller and share Wi-Fi from it using (select Network → Wi-Fi access point in the menu).

    2. Next, return to the main menu screen and select Interaction.

    3. Specify the tail number (usually for the master it is 01, but any other is possible) and its IP address.

    Actions with other controllers

    4. Connect the rest of the controllers to the master using the . To do this, in the web interface of each controller, in the "Wi-Fi client" fields, specify the name and password of the network of the master controller.

    5. Open the web interface using the IP address displayed on the controller in Wi-Fi client mode.

    6. Specify for each of the controllers in their web interfaces in the "Interaction of robots" field the tail number (different from others) and the IP address of the master controller.

    Also, the flight number and IP address of the master controller can be specified on the controller in the Interaction menu item.

    Action with all controllers

    7. On all controllers go to the Interaction menu item and click the "Connect" button. An icon should appear in the upper right corner of the controller screens.

    Class «objectSensor»

    This article is automatically translated from Russian by Google Translator.

    Camera in object sensor mode. Captures a contrasting object in the center of the frame and returns its coordinates and size in the frame.

    Method

    Description

    Detects the dominant color in the center of the frame and remembers it as the color of the object.

    detect

    Detects the dominant color in the center of the frame and remembers it as the color of the object. After that, the "" method starts to return data for the object.

    Syntax

    init

    Switches the camcorder on and initializes it in object sensor mode. The boolean parameter determines whether to display the image from the camera (true — display).

    Syntax

    The boolean parameter defines whether to display the image from the camera:

    • true — output,

    • false — don't output.

    read

    Returns an array that contains the following data in its cells:

    • In the zero cell, the X-axis coordinate of the object center relative to the center of the frame (-100 to 100, -100 is the center of the object on the edge of the frame on the left);

    • The Y-coordinate of the object's center relative to the frame center (from -100 to 100, -100 is the center of the object on the frame edge at the top);

    • The second cell is the relative size of the object, a number from 0 to 100 (100 - the object occupies almost the entire frame, 0 - the object is not on the frame).

    Syntax

    stop

    Turns off the camera and stops the sensor.

    Syntax

    Class «motor»

    This article is automatically translated from Russian by Google Translator.

    Provides control of the robot motor (power or servo motor) connected to ports M1, ..., M4, S1, ..., S6.

    Method

    Description

    Blocking of motors for braking for a specified time.

    brake

    Blocking of motors for braking for a specified time in milliseconds.

    Syntax

    As a parameter, you must specify the time in milliseconds.

    power

    Returns the current motor power (-100 to 100).

    Syntax

    powerOff

    Turns the motor off.

    Syntax

    setPower

    Turns on the motor with the specified power.

    Syntax

    As a parameter, you must specify the power. The power is set in the range from -100 ("full reverse") to 100 ("full forward"). 0 corresponds to a force break, i.e. the motor stops, it is blocked and remains energized.

    An example of solving a problem on the interaction of two robots

    The task

    Send message "5" from one robot and receive it on another.

    Please note that the task can only be solved in real robot mode.

    Solution

    To solve the problem, you have to:

    1. Write a for the leading robot.

    2. Write a for the second robot.

    3. robots to a single network.

    4. Run programs on robots.

    Message transmission algorithm

    1. Switch TRIK Studio to the .

    2. Enter a message variable for the message and initialize it by assigning it the number 5 in the "" block.

    3. Add "" and "" blocks. In the properties of the "Send message" block, specify the onboard number of the robot to which you want to send the message and the variable containing the message.

    The complete algorithm

    Message reception algorithm

    1. Switch TRIK Studio to the .

    2. Add the "" block. In the block properties, specify the variable in which you want to write a message sent from another robot. The variable can be named whatever you want. Set the "Wait for message" property to true.

    3. After the message has arrived, display it on the robot's screen for 3 seconds, and then finish the algorithm. To do this, add blocks "", "" and "". In the properties of the "Print text" block, check the Calculate box and specify true in the "Update image" field.

    The complete algorithm

    Object «Threading»

    This article is automatically translated from Russian by Google Translator.

    Provides management of parallel threads.

    {
    "version": "2.0.0",
    	"tasks": [ {
    		"label": "Run TRIK 2D model",
    		"type": "shell",
    		"command": "/home/admin/TRIKStudio/run_2d_model.sh" <path to fields dir> script.js",
    		"windows": {
    			"command": "D:\\TRIKStudio\\run_2d_model.cmd  <path to fields dir> script.js"
    		},
    		"group": "test",
    		"presentation": {
    			"reveal": "always",
    			"panel": "new"
    		}
    	}]
    }
    {
        "version": "2.0.0",
            "tasks": [ {
                "label": "Send files",
                "type": "shell",
                "windows": {
                    "command": "C:\\TRIKStudio\\send_files.cmd  <path to scripts dir> <file with ip addresses>"
                },
                "group": "test",
                "presentation": {
                    "reveal": "always",
                    "panel": "new"
                }
            }]
    }
    "command": "C:\TRIKStudio\send_files.cmd C:\Users\Admin\myfiles ip_addr.txt"
    brick.colorSensor("video1").read(x, y);
    brick.colorSensor("video1").read(x, y);
    brick.colorSensor("video1").stop();
    brick.colorSensor("video1").stop();
    {
    "cmd": ["D:\\TRIKStudio\\send_filesl.cmd", “<path to scripts dir>”, "<file with ip addresses>"],
    "selector": "source.js"
    }
    "cmd": ["C:\\TRIKStudio\\send_files.cmd", "C:\\Users\\Admin\\myfiles", "ip_addr.txt"]
    {
    "cmd": ["D:\\TRIKStudio\\run_2d_model.cmd", “<path to fields dir>”, "$file"],
    "selector": "source.js",
    "encoding": "windows-1251"
    }
    brick
    script
    mailbox
    gamepad
    Threading
    getPhoto
    include(“path”)
    read​
    stop
    readRawData

    init

    Turns the camera on and initializes it inline sensor mode.

    read

    Returns an array with the X coordinate of the center of the line relative to the center of the frame, the probability of a crossover, and the relative size of the line.

    stop

    Turns off the video camera and stops the sensor.

    read
    brick.lineSensor().detect();
    brick.lineSensor().init(True);
    detect
    brick.lineSensor().detect();
    brick.lineSensor().init(true);

    KeysEnum.Enter (code 28),

  • KeysEnum.Right (code 106),

  • KeysEnum.Power (code 116),

  • KeysEnum.Esc (code 1).

  • KeysEnum.Enter (code 28),

  • KeysEnum.Right (code 106),

  • KeysEnum.Power (code 116),

  • KeysEnum.Esc (code 1).

  • isPressed

    Returns true if the button with the specified code is currently pressed.

    reset

    Сбрасывает запомненные нажатия кнопок.

    wasPressed

    Returns whether or not a button with the specified code was pressed, reset the remembered presses for that button.

    brick.keys().buttonPressed.connect(lambda code, value: brick.stop() if code == KeysEnum.Up else print(code));
    buttonPressed
    brick.keys().buttonPressed.connect(function(code, value){if (code==KeysEnum.Up)brick.stop() ; });

    init

    Switches the camcorder on and initializes it in object sensor mode.

    read

    Returns an array with the X coordinate of the object center relative to the center of the frame, the Y coordinate of the object center relative to the center of the frame, and the relative size of the object.

    stop

    Turns off the camera and stops the sensor.

    read
    brick.objectSensor().detect();
    brick.objectSensor().init(True);
    detect
    brick.objectSensor().detect();
    brick.objectSensor().init(true);

    power

    Returns the current motor power.

    powerOff

    Turns the motor off.

    setPower

    Turns on the motor with the specified power.

    brick.motor(motorName).brake(durationMs);
    brick.motor("motorName").brake(durationMs);
    brake
    brick.motor(motorName).brake(durationMs);
    brick.motor("motorName").brake(durationMs);
    brick.lineSensor().read();
    brick.lineSensor().read();
    brick.lineSensor().stop();
    brick.lineSensor().stop();
    brick.keys().isPressed(KeysEnum.Up);
    brick.keys().isPressed(KeysEnum.Up);
    brick.keys().reset();
    brick.keys().reset();
    brick.keys().wasPressed(KeysEnum.Up);
    brick.keys().wasPressed(KeysEnum.Up);
    brick.objectSensor().read();
    brick.objectSensor().read();
    brick.objectSensor().stop();
    brick.objectSensor().stop();
    var pow1 = brick.motor(motorName).power();
    var pow2 = brick.motor("motorName").power();
    pow1 = brick.motor(motorName).power();
    pow2 = brick.motor("motorName").power();
    brick.motor(motorName).powerOff();
    brick.motor("motorName").powerOff();
    brick.motor(motorName).powerOff();
    brick.motor("motorName").powerOff();
    brick.motor(motorName).setPower(power);
    brick.motor("motorName").setPower(power);
    brick.motor(motorName).setPower(power);
    brick.motor("motorName").setPower(power);

    Finishes the execution of the specified flow.

    Queries the received message.

    Sends a message to the specified stream.

    Runs the function passed as a parameter in a separate thread.

    joinThread

    Waiting for the specified flow to complete.

    Syntax

    Threading.joinThread("threadId");

    As a parameter, it is necessary to specify thread id.

    killThread

    Finishes the execution of the specified flow.

    Syntax

    The thread id must be specified as a parameter.

    receiveMessage

    Queries the received message.

    Syntax

    If wait is true, it waits until a message arrives.

    sendMessage

    Sends a message to the specified stream.

    Syntax

    As parameters, it is necessary to specify thread id and message.

    startThread

    Runs the function passed as a parameter in a separate thread.

    Warning! This creates a new copy for all global variables. So if the value of a variable change in one thread, it stays the same in another thread.

    Syntax

    As parameters, it is necessary to specify thread id and function.

    Method

    Description

    joinThread

    Waiting for the specified flow to complete.

    Motors to wheels binding are read-only

    Forbids changing motors in the settings of a two-dimensional model.

    5

    2D model simulation settings are read-only

    It prohibits changing the noise settings of sensors and motors, as well as the physical engine in a two-dimensional model.

    Using mouse gesture
    When creating a new connection
    Palette
    Behavior
    creating a connection using the linker
    Using mouse gesture
    Using linkers
    blocks
    2D model tuning
    run_2d_model.cmd
    run_2d_model.sh
    official website
    client mode
    web interface
    client mode
    access point mode
    Wi-Fi client mode
    An example of solving a problem on the interaction of two robots
    message transmission algorithm
    message reception algorithm
    Connect
    real robot mode
    Expression
    Send message
    End
    real robot mode
    Receive message
    Print Text
    Timer
    End

    TRIK Studio language operators

    1. Binary operators.

    2. Unary operators.

    3. Assignment operator.

    4. .

    5. .

    Binary operators

    Unary operators

    Assignment operator

    It has the following form:

    variable1, variable2, …, variableN = expression1, expression2, …, expressionN

    In its simplest form variable = expression.

    Return operator

    It is written as an expression and should be at the end of the statement block.

    Empty operator

    Written as ;.

    Example

    A statement block with two assignment operators and a return operator:

    Object «mailbox»

    This article is automatically translated from Russian by Google Translator.

    It implements communication between robots in the network by means of the mailbox mechanism.

    Method

    Description

    Connects to the robot with a given IP address on a given port (or default port), gives it its on-board number, and registers with the "mailbox" network.

    connect

    Connects to the robot with a given IP address on a given port (or default port), gives it its on-board number, and registers with the "mailbox" network.

    Syntax

    As parameters, you must specify the IP address of the robot and the port. If no port is specified, the default port is used.

    Example

    hasMessages

    Returns true if the robot received a new message.

    Syntax

    myHullNumber

    Returns the onboard number of the robot.

    Syntax

    newMessage

    Sends a message after receiving a message.

    Syntax

    The first parameter is the sender's onboard number, the second is the message itself.

    receive

    Gets a new message or blocks script execution until the message arrives.

    Syntax

    send

    Sends the specified message to the robot with the specified board number (or all robots).

    Syntax

    As a parameter, you must specify the on-board number of the robot to which you want to send the message and the message. If no on-board number is specified, the message is sent to all robots registered in the network.

    Example

    TRIK Studio shortcuts

    The table below shows the default shortcuts. You can change the keyboard shortcut for actions in the settings of TRIK Studio.

    Action

    Shortcut

    Switching TRIK Studio modes

    Switch to

    Ctrl+1

    Switch to

    Ctrl+2

    Function getPhoto

    This article is automatically translated from Russian by Google Translator.

    Function description

    The function returns a one-dimensional array of bytes containing the pixels of an rgb32-formatted image taken from the camera (image size 160x120). This function can be used to solve marker recognition problems.

    Function call

    Work example

    Let's look at an example of converting a frame taken with a camera to grayscale and black-and-white color formats.

    Take a picture and display the result with the function.

    Rwsult:

    Implementing the grayscale function

    Converts the image to black and white and outputs it to the display:

    Result:

    Implementing the image binarization function

    Translates the image to black and white and outputs it to the display:

    Result:

    .

    TRIK controller firmware

    Instructions for Windows, Linux and Ubuntu

    Choose your operating system:

    TRIK Studio main menu

    The main menu of TRIK Studio contains a set of basic operations and environment settings:

    Class «gyroscope»

    This article is automatically translated from Russian by Google Translator.

    Represents of the TRIK controller. At rest, the average value of the gyroscope output is not zero and is called a bias or bias error.

    The parameter is determined by many factors and can vary, for example, depending on the ambient temperature.

    In order for the gyroscope to work properly it is necessary to subtract the zero offset from the incoming values. This can be calculated using the "" method.

    Threading.killThread("threadId");
    Threading.receiveMessage(wait);
    Threading.sendMessage("threadId", "message");
    Threading.startThread("newThreadId", "functionName");
    killThread
    receiveMessage
    sendMessage
    startThread

    Working with diagram

    Show all text

    Ctrl+Shift+T

    Increase scene scaling

    Ctrl+=

    Decrease scene scaling

    Ctrl+-

    Redo

    Ctrl+Shift+Z

    Undo

    Ctrl+Z

    Find

    Ctrl+F

    Find and replace

    Ctrl+H

    Working with project

    Close all tabs

    Ctrl+Shift+W

    Close current tab

    Ctrl+W

    Create project

    Ctrl+N

    Open project

    Ctrl+O

    Save project

    Ctrl+S

    Save project as

    Ctrl+Shift+S

    Upload program to the robot

    Ctrl+U

    Show/hide error panel

    Alt+1

    Show/hide console

    Alt+2

    editor mode
    debug mode

    Applicable to real and integer values. The result is real.

    //

    Integer division

    Applicable to integer values. The result is an integer.

    ^

    Power

    Applicable to real and integer values. The result is real.

    %

    Remainder of the division

    Applicable to integer values. The result is an integer.

    &

    Bitwise "and"

    Applicable to integer values. The result is an integer.

    |

    Bitwise "or"

    Applicable to integer values. The result is an integer.

    >>, <<

    Bitwise left and right shift

    Applicable to integer values. The result is an integer.

    ..

    Concatenation

    Applicable to string values. The result is a string.

    >=, >, <, <=

    Comparison operations

    Applicable to integer and real values. The result is boolean.

    ==

    Equality check

    Applicable to any type of value. The result is boolean.

    ~=, !=, '~=', '!='

    Inequality check

    Applicable to any type of value. The result is boolean. All notations are equal.

    and, &&

    Logical "and"

    Applicable to integer, real and boolean types. The result is boolean. All notations are equal.

    or, ||

    Logical "or"

    Applicable to integer, real and boolean types. The result is boolean. All notations are equal.

    Applicable to string values. The result is an integer.

    ​Title

    ​Title

    ​Title

    +

    Addition

    Applicable to real and integer values. The result is an integer if both arguments are integer, otherwise real.

    -

    Subtraction

    Applicable to real and integer values. The result is an integer if both arguments are integer, otherwise real.

    *

    Multiplication

    Applicable to real and integer values. The result is an integer if both arguments are integer, otherwise real.

    /

    ​Title

    ​Title

    ​Title

    -

    Arithmetic unary minus

    Applicable to integer and real values. The result is an integer or real (depending on the type of argument).

    ~

    Bitwise "not"

    Applicable to integer values. The result is an integer.

    not

    Logical "not"

    Applies to boolean, integer, real, and string values, the result is boolean (0 or an empty string is considered false, everything else is true).

    #

    Return operator
    Empty operator

    Division

    Length operator

    hasMessages

    Returns true if the robot received a new message.

    myHullNumber

    Returns the onboard number of the robot.

    newMessage

    Sends a message after receiving a message.

    receive

    Gets a new message or blocks script execution until the message arrives.

    send

    Sends the specified message to the robot with the specified board number (or all robots).

    connect
    mailbox.connect("ipAddress");
    mailbox.connect("ipAddress", port);
    mailbox.connect("192.168.0.20", 8889);
    mailbox.connect("ipAddress")
    mailbox.connect("ipAddress", port)
    mailbox.connect("192.168.0.20", 8889)
    a, b = 1, 2; -- assignment operator and empty operator
    c = 3; -- assignment operator and empty operator
    a + b + c -- return operator
    mailbox.hasMessages()
    mailbox.hasMessages();
    x = mailbox.myHullNumber()
    var x = mailbox.myHullNumber();
    mailbox.newMessage.connect(lambda sender, message: print(message))
    mailbox.newMessage.connect(function(sender, message) { print(message); });
    message = mailbox.receive()
    var message = mailbox.receive();	
    mailbox.send("message")
    mailbox.send(boardNumber, "message")
    mailbox.send("message");
    mailbox.send(boardNumber, "message");
    mailbox.send(1, "Hello") # Sending a message to a robot with board number 1
    mailbox.send(1, "Hello"); // Sending a message to a robot with board number 1
    Windows

    1. Download the latest firmware image. 2. Download and install DiskImager.

    Installing DiskImager

    Attention! You will need administrator permissions to install and use DiskImager.

    3. Remove the microSD card from the TRIK controller. 4. Insert it into your computer using a card reader. 5. Start DiskImager. To change the language, select About → Language in the menu.

    6. Select the disc letter to write.

    7. Click the «Restore drives from» button.

    8. In the window that appears, filter the files by type .xz and select the downloaded file.

    9. Click "Open".

    10. Wait for the operation to complete.

    Linux

    1. Download the latest firmware image. 2. Remove the microSD card from the TRIK controller. 3. Insert it into your computer using a card reader. 4. If the SD card has the correct partition table (the first partition is at least 2 GB, ext4 file system), then go to step 18. 5. Get superuser (root) rights:

    6. Look at the devices that are currently connected to the computer:

    7. Unmount all SD card partitions using the umount command.

    Example:

    8. Select the inserted microSD card:

    Example:

    9. View the current partition table using the p command.

    10. Remove any existing partitions using the d command.

    11. Make sure all partitions are removed:

    12. Create a new partition using the n command.

    13. Leave all parameters, except the size, by default - press Enter. Specify +2G for the query “Last sector, + sectors or + size {K, M, G}”.

    14. Create a partition on the remainder of the SD card using the n command. Leave all parameters as default.

    15. Check with the p command what happened.

    16. Apply changes using the w command.

    17. Format partitions with mkfs.ext4 commands.

    Example:

    18. Unmount the first partition using the umount command.

    Example:

    19. Unpack the downloaded firmware image using the Archive Manager. 20. Copy the unpacked image to the SD card using the dd command.

    Example:

    Ubuntu

    Instructions for version 14.04 and older.

    1. Download the latest firmware image. 2. Remove the microSD card from the TRIK controller. 3. Insert it into your computer using a card reader. 4. Open the location of the downloaded firmware image in the file manager. 5. Call the context menu by right-clicking on the archive and select the first item "Open" in" Create bootable disk ". 6. From the drop-down menu, select the drive to which you want to burn the firmware. Then click the "Start Recovery" button.

    Windows
    Linux
    Ubuntu

    Tools

  • Settings

  • Help

  • File

    • New project — create a new project.

    • Recent projects — open one of the recently used projects.

    • New diagram — create a new chart in the current project.

    • Open… — open a saved project. Projects are stored on disk in files with the .qrs extension.

    • Save — save the current project.

    • Save as… — save the current project to the selected location. Subsequent saves will be made to the selected file.

    • Save diagram as a picture… — save the current image on the scene to disk.

    • Print — print a chart or text using the standard print dialog.

    • Quit — exit the program.

    • Restore default settings and Quit — restore the default settings and exit the program.

    Edit

    • Undo — cancel a completed action.

    • Redo — make a canceled action again.

    • Copy — copy the selected item.

    • Paste — insert the selected item.

    • Cut — cut the selected item.

    • Find... — open the search dialog for the project.

    • Find and replace — open the project search dialog and replace.

    View

    • Zoom in — zoom in on the scene.

    • Zoom out — to reduce the scale of the scene.

    • Panels — enable/disable the display of various windows.

    • To main page — go back to the main page.

    Tools

    Attention! Items in this menu may appear and disappear depending on the program configuration.

    • Mouse gestures — open a tab with a list of available mouse gestures (see the "Adding blocks with mouse gestures" section).

    • Run — start execution of the diagram currently displayed in interpretation mode (the item is available only in interpretation mode).

    • 2D model — switch the interpretation mode to a two-dimensional model.

    • Real robot — switch the interpretation mode to control the real robot via Wi-Fi, Bluetooth, or USB, depending on the used and the settings for connecting to the robot.

    • Robot settings — open the settings window of the robot model with which you work in TRIK Studio (for more details see the "" section in the article ").

    • Save as task… — save the current diagram and two-dimensional model as an exercise for students. In an exercise, you cannot modify some parts of a solution. For example, the location of objects in a two-dimensional model or the configuration of sensors. Selecting this menu item opens a dialog in which you can select the parts to be frozen (for more information about exercises, see the article ").

    • Subprograms — subprograms management (for more details see the article ").

    • Generate code — open a tab with the generated code corresponding to the current diagram and the selected text language (this item may look like "Generate JavaScript code", "Generate Python code", "Generate C code", etc.). The code is not downloaded to the robot and is not executed, but can be edited and downloaded later.

    • Upload program — only generate code and upload to the robot without executing.

    • Upload and execute program — generate the code corresponding to the current diagram, load it and execute on the robot.

    • Stop robot — interrupt the execution of the program and send the robot commands to turn off the motors.

    • Connect — establish a connection with the robot. The robot must be turned on. The item is available only if the selected mode of working with the robot requires a constant connection (for example, interpretation of the program via Bluetooth or Wi-Fi).

    Settings

    • Preferences… — open the TRIK Studio environment settings window (see the article "TRIK Studio settings").

    • Show grid — enable/disable grid on the scene.

    • Show alignment — enable/disable the display mode for vertical and horizontal guidelines for positioning objects relative to each other.

    • Switch on grid — enable/disable automatic grid alignment.

    • Switch on alignment — enable/disable vertical and horizontal guidelines for positioning blocks relative to each other.

    • Show all text — enable/disable displaying all block properties directly on the diagram. If the text below the blocks is disabled, properties can be viewed and edited in the property editor at the top left.

    Help

    • Small help — open help.

    • About TRIK Studio — view brief information about TRIK Studio.

    • Open logs — open a folder with log files.

    • Check for updates — get information from the Internet about the availability of a new version of the environment or any of the plug-ins, and run auto-updates if necessary.

    File
    Edit
    View
    Since calibration takes a long time, if you run the model frequently, you can do it once, then store the value in a variable with "getCalibrationVaules", and call "setCalibrationValues" instead of calibration when you run the program.

    Method

    Description

    Calculates a zero offset within a specified time and initializes the gyroscope with this parameter, resets the current tilt angles.

    Returns an object that contains the necessary zero-offset data.

    Returns true if calibration is complete, false otherwise.

    Returns an array of seven elements: angular velocities on the three axes, time of the last measurement, tilt angles on the three axes.

    Returns an array of three elements with angular velocities on the three axes.

    Сигнал

    Описание

    The signal sent by the sensor after the end of the calibration.

    The signal sent by the sensor when it has new data ready.

    calibrate

    Calculates a zero offset within a specified time and initializes the gyroscope with this parameter, resets the current tilt angles. The recommended calibration time is 10-20 seconds.

    Syntax

    Parameter:

    • msec — time in milliseconds.

    calibrationFinished

    The signal sent by the sensor after the end of the calibration.

    getCalibrationValues

    Returns an object that contains the necessary zero-offset data.

    Syntax

    isCalibrated

    Returns true if calibration is complete, false otherwise.

    Syntax

    newData

    The signal sent by the sensor when it has new data ready.

    read

    Returns an array of seven elements:

    • 0−2 — angular velocities on the three axes (in milligrades/seconds),

    • 3 — a time of the last measurement (in microseconds),

    • 4−6 — tilt angles on the three axes (in milligrads).

    Syntax

    readRawData

    Returns an array of three elements with angular velocities on the three axes.

    Syntax

    setCalibrationValues

    Sets the object containing the necessary parameters about the zero offset.

    Since calibration takes a long time, if you run the model frequently, you can do it once, then store the value in a variable with "getCalibrationVaules", and call "setCalibrationValues" instead of calibration when you run the program.

    Syntax

    Parameter:

    • values — object containing bias data.

    the gyroscope
    calibrate
    var pic = getPhoto();
    show
    # take a frame in rgb32 format
    pic = getPhoto();
    brick.display().show(pic, total_height, total_width, "rgb32");
    script.wait(2000);
    An example of a program using the getPhoto function
    // take a frame in rgb32 format
    var pic = getPhoto();
    brick.display().show(pic, total_height, total_width, "rgb32");
    script.wait(2000);
    pic = getPhoto();

    Object «gamepad»

    This article is automatically translated from Russian by Google Translator.

    Serves to work with the programmable control panel "TRIK Gamepad".

    Method

    Description

    Returns true if a button with the specified number was pressed on the remote control.

    button

    Sent when the user has pressed one of the five buttons at the bottom of the remote control.

    buttonWasPressed

    Returns true if a button with the specified number was pressed on the remote control. Resets the memorized press for this button.

    Syntax

    As a parameter, you must specify the number of the button - from 1 to 5.

    Example

    connected

    Sent when the remote control is connected to the robot.

    disconnect

    It is sent when the remote control is turned off.

    isPadPressed

    Returns whether the control area on the remote control is currently pressed. The control areas are numbered 0 and 1.

    Syntax

    As a parameter, you must specify the number of the control area - 0 or 1.

    Example

    pad

    Sent when the user taps or moves their finger over the control area on the remote.

    padX

    If the specified control area on the remote is pressed, returns the current x-coordinate of the press.

    Syntax

    As a parameter, you must specify the number of the padId control area.

    padY

    If the specified control area on the remote is pressed, returns the current y-coordinate of the press.

    Syntax

    As a parameter, you must specify the number of the padId control area.

    padUp

    Sent when the user moves his finger away from the control area with the specified number.

    Syntax

    Parameters:

    • padId — control area number.

    • x, y — the coordinates of the last known click from -100 to 100. The coordinate (-100, -100) corresponds to the upper left corner of the control area.

    reset

    Resets the memorized events from the remote control.

    Syntax

    wheel

    If "steering" (events from the device's accelerometer) is enabled on the remote control, it returns the current remote control tilt.

    Tilt is coded from -100 to 100, with -100 being the leftmost "rudder" position and 100 being the rightmost position.

    Syntax

    wheelEvent

    Sent when the remote control has the "steering wheel" (events from the device's accelerometer) on and the user has turned the device.

    Syntax

    As a parameter it is necessary to specify a number from -100 to 100, -100 corresponds to the leftmost position of the "rudder", 100 - to the rightmost position.

    TRIK Studio settings

    Settings window

    To open TRIK Studio preferences press the corresponding item in the :Settings → Preferences....

    The left bar contains the next tabs:

    Sensory variables for the TRIK controller

    This article is automatically translated from Russian by Google Translator.

    Sensor variables are reserved variables for getting readings of the sensors connected to the corresponding ports.

    These values can be assigned to variables and used in mathematical expressions.

    Variable changes can be tracked as you go through the program in .

    TRIK controller web interface

    This article is automatically translated from Russian by Google Translator.

    The web interface of the TRIK controller allows:

    • Change Wi-Fi settings on the controller.

    sudo -i
    fdisk -l
    umount /dev/{first SD card partition}
    umount /dev/{second SD card partition}
    ...
    umount /dev/sdb1
    fdisk /dev/{device}
    fdisk /dev/sdb
    p
    d
    p
    n
    Command (m for help): n
    Partition type:
         p     primary (0 primary, 0 extended, 4 free)
         e     extended
    Select (default p):
    Partition number (1-4, default 1):
    First sector (4096-784932712):
    Last sector, +sectors or +size{K,M,G}: +2G
    Command (m for help): n
    Partition type:
         p     primary (0 primary, 0 extended, 4 free)
         e     extended
    Select (default p):
    Partition number (1-4, default 1):
    First sector (4096-784932712):
    Last sector, +sectors or +size{K,M,G}:
    p
    w
    mkfs.ext4 /dev/{раздел}
    mkfs.ext4 /dev/sdb1
    mkfs.ext4 /dev/sdb2
    sudo umount /dev/{first partition}
    sudo umount /dev/sdb1
    sudo dd bs=4M if=trik-base-v2-trikboard.ext4 of=/dev/{first partion}
    sudo dd bs=4M if=trik-base-v2-trikboard.ext4 of=/dev/sdb1
    brick.gyroscope().calibrate(msec);
    brick.gyroscope().calibrate(msec);
    brick.gyroscope().getCalibrationValues();
    brick.gyroscope().getCalibrationValues();
    brick.gyroscope().isCalibrated();
    brick.gyroscope().isCalibrated();
    brick.gyroscope().read();
    brick.gyroscope().read();
    brick.gyroscope().readRawData();
    brick.gyroscope().readRawData();
    brick.gyroscope().setCalibrationValues(values);
    brick.gyroscope().setCalibrationValues(values);
    function grayScale(sPic){
    	bufPic = [];
    	for(var i = 0; i < total_height; i++)
    		for(var j = 0; j < total_width; j++){
    			var x = i * total_width + j;
    			var p = sPic[x];
    			var r = (p & 0xff0000) >> 16;	// take the value of the red component
    			var g = (p & 0xff00) >> 8;	// take the value of the green component
    			var b = (p & 0xff);		// take the value of the blue component
    			p = r * 0.299 + g * 0.587 + b * 0.114; // component Y of YUV
    			bufPic[x] = p; 
    		}
    	return bufPic;
    }
    def grayScale(sPic):
    	bufPic = [];
    	for i in range(total_height):
    		for j in range(total_width):
    			x = i * total_width + j;
    			p = sPic[x];
    			r = (p & 0xff0000) >> 16;	# take the value of the red component
    			g = (p & 0xff00) >> 8; # take the value of the green component
    			b = (p & 0xff); # take the value of the blue component
    			p = r * 0.299 + g * 0.587 + b * 0.114; # component Y of YUV
    			bufPic.append(p); 
    	return bufPic;
    var pic = grayScale(pic);
    
    brick.display().show(pic, total_height, total_width, "grayscale8");
    script.wait(2000);
    pic = grayScale(pic);
    
    brick.display().show(pic, total_height, total_width, "grayscale8");
    script.wait(2000);
    // Binarization - converting the image to black and white
    function binarization(treshold, sPic){
    	bufPic = []
    	for(var i = 0; i < sPic.length; i++){
    		bufPic[i] = sPic[i] > treshold ? 255 : 0;
    	}
    	return bufPic;
    }
    # Binarization - converting the image to black and white
    def binarization(treshold, sPic):
    	bufPic = []
    	for i in range(len(sPic)):
    		bufPic.append(255 if sPic[i] > treshold else 0);
    	return bufPic;
    var pic = binarization(80, pic);
    brick.display().show(pic, total_height, total_width, "grayscale8");
    script.wait(2000);
    pic = binarization(80, pic);
    brick.display().show(pic, total_height, total_width, "grayscale8");
    script.wait(2000);

    setCalibrationValues

    Sets the object containing the necessary parameters about the zero offset.

    calibrate
    getCalibrationValues
    isCalibrated
    read
    readRawData
    calibrationFinished
    newData

    isPadPressed

    Returns whether the control area on the remote control is currently pressed.

    padX

    If the specified control area on the remote is pressed, returns the current x-coordinate of the press.

    padY

    If the specified control area on the remote is pressed, returns the current y-coordinate of the press.

    padUp

    Sent when the user moves his finger away from the control area with the specified number.

    reset

    Resets the memorized events from the remote control.

    wheel

    If "steering" (events from the device's accelerometer) is enabled on the remote control, it returns the current remote control tilt.

    wheelEvent

    Sent when the remote control has the "steering wheel" (events from the device's accelerometer) on and the user has turned the device.

    Signal

    Description

    button

    Sent when the user has pressed one of the five buttons at the bottom of the remote control.

    connected

    Sent when the remote control is connected to the robot.

    disconnect

    It is sent when the remote control is turned off.

    pad

    Sent when the user taps or moves their finger over the control area on the remote.

    buttonWasPressed
    gamepad.buttonWasPressed(buttonNumber);
    gamepad.buttonWasPressed(buttonNumber);
    gamepad.buttonWasPressed(5);
    gamepad.buttonWasPressed(5);
    gamepad.isPadPressed(padId);
    gamepad.isPadPressed(padId);
    gamepad.isPadPressed(1);
    gamepad.isPadPressed(1);
    gamepad.padX(padId);
    gamepad.padX(padId);
    gamepad.padY(padId);
    gamepad.padY(padId);
    gamepad.padUp.connect( function(padId, x, y) { brick.stop(); });
    gamepad.padUp.connect(lambda padId, x, y: brick.stop());
    gamepad.reset();
    gamepad.reset();
    gamepad.wheel();
    gamepad.wheel();
    gamepad.wheelEvent.connect( function(percent) { brick.motor("E1").setPower(percent); });
    gamepad.wheelEvent.connect(lambda percent: brick.motor("E1").setPower(percent));

    Behaviоur.

  • Miscellaneous.

  • Editor.

  • Robots.

  • Shortcuts.

  • The right bar contains the fields to edit for the current tab. "Import" and "Export" buttons at the bottom of the window allow you to save the current settings to a file and upload it on another computer.

    Behaviour

    User Interface

    • Language — environment language. After the change, a restart of TRIK Studio is required. The setting "<System language>" means that the language will be determined by the current language of the operating system.

    Automatics

    • Autosave — the option to enable or disable autosave of an open project, as well as set the autosave interval in seconds.

    • Gestures — enable or disable recognition engine for mouse gestures.

    • Delay after gesture — the time period of the system expectation between the finishing of a mouse gesture and its execution. Delay allows you to draw a gesture in a few strokes. The value is indicated in milliseconds.

    • Check for updates on start — connect at startup with the update server and start auto-update if necessary.

    Touch

    • Touch mode — enable user interface optimization for touch screens.

    Widgets

    • Dockable mode — detaches windows for free alignment.

    Miscellaneous

    Graphics

    • Antialiasing — the line drawing mode with smoothing improves the appearance of diagrams due to a slight decrease in the speed of the system.

    Other

    • Show splashscreen — enable / disable the display of the splashscreen with the TRIK Studio logo at startup.

    • Limit recent projects list — controls how many projects to show in the "Recent projects" menu item File.

    Images

    Set of icons to use to display the diagram.

    Toolbars

    • Size — configure the size of the buttons on the toolbar.

    Editor

    Font

    • Use some of system fonts — replace the font for displaying labels on the diagram with one of the fonts installed in the system. The sizes of the labels on the blocks are set rigidly, so changing the font can lead to the crawl of the labels on each other, but you can experiment.

    Grid

    • Show grid — display the alignment grid on the scene of the diagram editor.

    • Activate grid — align blocks on a grid.

    • Show alignment — display alignment lines on the scene of the diagram editor. Alignment lines appear when a block is on the same horizontal or vertical line with another block, and help align the blocks in the scene.

    • Activate alignment — align the blocks along the alignment lines.

    • Width — thickness of alignment lines. Adjustable depending on the brightness of the monitor or projector.

    • Cell size — size of one cell. The default size is selected so that the block covers four cells.

    Node Elements

    • Drag area — the size of the area, pulling which you can change the size of the block "Comment".

    Edge

    • Line mode — mode of drawing links on the diagram.

      • broken — links are drawn as broken lines with break points that are added by the user.

      • square —connections are drawn as broken lines, each segment of which is parallel to the coordinate axes. Break points in this case are automatically added by the system.

      • curve — connections are drawn as smooth curves, the curvature of which can be set by the user.

    • Loop edges indent — indent size for loop connections.

    Embedded Linkers

    • Size — size of the built-in linker, i.e. a circle next to a block in a diagram that creates relationships between elements (for more details see the article "Connections between the blocks").

    • Indent — indent of the built-in linker from the block icon.

    Palette

    • Representation — choice between the mode of displaying icons and names or only icons in the palette.

    • Count of items in a row — the number of icons per line of the palette with the selected "Icons" mode.

    Robots

    The composition of this tab depends on the installed plug-ins and on the currently selected platform. Typical tab items are described below.

    Robotics construction kit

    The robotics kit for which programs are written in the TRIK Studio. The list of all available blocks in the palette and available actions on the toolbar depends on this option.

    Robot model

    Choosing the type of execution model for the selected constructor. In most cases, this is a 2D model or a real robot, but for some robotics kits one of the models may not be available, in this case this item would not be displayed.

    2D robot image

    The appearance of the robot in a 2D model.

    Connection settings

    Kit-specific settings for connecting to the robot, such as the IP address for TRIK controllers or the COM port of the Bluetooth connection for Lego NXT controllers. If a connection in the selected mode is not required, the item would not be displayed.

    External tools settings

    Kit-specific settings for programs not supplied with TRIK Studio, which must be installed on the computer. For most operating modes, additional installed programs are not needed, so the corresponding items are not displayed in the window.

    Sensor settings

    The section indicates which sensors are connected to the ports of the robot.

    Uploading & Running

    • Running after uploading — run the program immediately after downloading it to the robot or not. Applicable only for some modes of some kits (for example, for Lego NXT in generation mode).

    Graphics watcher update interval

    • Sensors — interval in milliseconds after which a new point with a sensor reading is added.

    • Autoscaling — the interval in milliseconds after which the graph automatically changes its scale to optimally display the values.

    • Text info — the interval in milliseconds after which the labels with values ​​are updated on the chart.

    Shortcuts

    This tab allows you to set or change hotkeys for the most commonly used actions. To do this, select the cell corresponding to the action, and in the "Combination" line at the bottom of the window, press the desired key combination.

    The "Clear" button removes the key combination from the cell.

    All hotkeys installed by default, you can find in the article:

    Export settings

    TRIK Studio allows you to export the current settings to a file for uploading them to another computer. To do this, click the "Export" button at the bottom of the window.

    Import settings

    TRIK Studio allows you to import settings from a previously exported file. To do this, click the “Import” button at the bottom of the window and select the desired .ini file.

    main menu
    TRIK Studio shortcuts

    Description

    An array of three elements containing accelerometer readings on the X, Y, and Z-axis.

    buttonDown

    buttonUp

    buttonEnter

    buttonEsc

    buttonPower

    buttonLeft

    buttonRight

    State of the buttons on the TRIK controller body: "Down", "Up",

    "Enter", "Esc", "Power",

    "Left", "Right".

    Possible values: 0 — button not pressed. 1 — button pressed.

    The color sensor readings by the camcorder in the center of the frame are the intensity of red, green, and blue, respectively.

    They are only updated when the color sensor is turned on and initialized.

    Possible values: 0 ... 255

    encoder1 encoder2 encoder3 encoder4

    Encoder readings on ports E1, E2, E3, E4 respectively.

    gamepadButton1

    ...

    gamepadButton5

    The state of the buttons on the remote control from 1 to 5 respectively.

    0 — the button is not pressed. 1 — button is pressed.

    gamepadConnected

    Remote control connection status.

    0 — remote control is not connected. 1 — the remote control is connected.

    The coordinates of pressing the active areas on the remote control.

    Each variable stores an array of two elements corresponding to the coordinate of the press point.

    Possible values: From (-100, -100) to (100, 100).

    (-101, -101) — if there is no press.

    gamepadPad1Pressed gamepadPad2Pressed

    The state of the click on the left and right area of the remote control respectively. The coordinates of pressing can be found out with the help of the variables and . Possible values: 1 — the active area on the remote control is pressed. 0 — the active area on the remote control is not pressed.

    gamepadWheel

    Tilt value of the remote control (if it is connected and the "steering wheel" is enabled on it).

    Possible values: -100 ... 100. -101 — if there is no data on the "rudder" position.

    -100 — extreme left position. 100 — extreme right position.

    An array of three elements containing the gyroscope readings on the X, Y, and Z-axis respectively.

    The array of three elements containing the camera readings in the line sensor mode. The values are updated when the line sensor is enabled and initialized.

    objectSensorX objectSensorY

    The coordinates of the object detected by the video camera in relation to the center of the screen. The values are updated when the sensor is on and initialized.

    Possible values: -100 to 100 (relative to the center of the frame).

    objectSensorSize

    The size of the object recognized by the video camera. The value is updated when the object sensor is activated and initialized.

    Possible values: 0 to 100.

    100 - object occupies the whole frame.

    sensorA1 ... sensorA6

    Readings of the sensors connected to the corresponding analog ports.

    sensorD1 sensorD2

    Readings from sensors connected to the corresponding digital ports.

    accelerometer

    An array of three elements containing accelerometer readings on the X, Y, and Z axis, respectively.

    Example

    colorSensorR, colorSensorG, colorSensorB

    The color sensor readings by the camcorder in the center of the frame are the intensity of red, green, and blue, respectively. They are only updated when the color sensor is turned on and initialized.

    Possible values

    From 0 to 255.

    Example

    gamepadPad1, gamepadPad2

    The coordinates of pressing the active areas on the remote control.

    Each variable stores an array of two elements corresponding to the coordinate of the click point.

    Possible values

    From (-100, -100) to (100, 100), (-100, -100) - top left corner of the active area. (-101, -101) - if there is no click.

    gyroscope

    An array of three elements containing the gyroscope readings on the X, Y, and Z-axis respectively.

    Пример

    lineSensor

    An array of three elements containing camera readings inline sensor mode. The values are updated when the sensor is on and initialized.

    lineSensor[0]

    The deviation of the line from the screen center from -100 (leftmost line position in the frame) to 100 (rightmost line position).

    lineSensor[1]

    Crossing probability is defined as the percentage of points inside the horizontal stripe in the center of the frame that is recognized as a line, from 0 (no such points) to 100 (all points in the horizontal strip are recognized as a line).

    lineSensor[2]

    Relative line size, that is, the number of points in the frame defined as a line, from 0 (no line in the frame) to 100 (the whole frame is recognized as a line).

    the variable table

    Variable

    Configure the interaction of several controllers.
  • Change the configuration of sensors, motors, and encoders.

  • Change the configuration of microelectromechanical systems (gyroscope and accelerometer).

  • Start video broadcasting from the controller's camera.

  • Download the log files.

  • View the programs loaded on the controller.

  • Take screenshots of the controller screen and download them.

  • Take screenshots from the camera connected to the controller and download them.

  • Running the web interface

    ‌To start the web interface:

    1. Connect the TRIK controller to the computer in any of the possible ways.

    2. Enter the IP address of the controller in the address bar of your browser.

    The IP address of the controller is displayed on the screen after connecting to the network.

    Web interface menu

    The web interface menu contains the following items:

    1. Network

    2. Ports

    3. MEMS

    4. Video

    5. Logs

    6. Programs

    7. Images

    Network

    On the "Network" tab, you can:

    • Set the Wi-Fi network parameters for the controller in Wi-Fi client access point mode.

    • Change the Wi-Fi access point name for the controller in Wi-Fi access point mode.

    • Set the controller's board number and the master controller's IP address for controller communication.

    • Set the controller's board number and the master controller's IP address for controller communication.

    Ports

    On the "Ports" tab you can:

    • Select the type of power motors to be connected for each port.

    • Select the type of connected servomotors for each port.

    • Select the type of analog sensors to be connected for each port.

    • Select the type of encoders used in the motors for each port, as well as the positive direction of the motor shaft position for each port.

    • Select the type of digital encoders to be connected for each port.

    • Configure the ports for connecting video cameras.

    After changing the settings, press the "Save" button at the bottom of the screen and confirm the action.

    Power Motors

    Under "Power Motors" you can select the type of power motors to be connected for each port.

    Servo motors

    Under "Servomotors" you can select the type of servomotors to connect for each port.

    Analog sensors

    Under "Analog Sensors" you can select the type of analog sensors to be connected for each port.

    Encoders

    Under "Encoders" you can select the type of encoders used in the motors for each port, as well as the positive motor shaft position reference direction for each port.

    Distance sensors

    Under "Distance sensors" you can select the type of digital sensors to be connected for each port.

    Video1 / Video2

    Video ports and video cameras connected to them can operate in the following modes:

    • colorSensor3x3 - color sensor mode.

    • lineSensor - line sensor mode with color detection.

    • photo - the camera is used for capturing photos and video stream.

    • edgeLineSensor - line sensor mode with edge detection (works on inverse lines).

    MEMS

    The MEMS (microelectromechanical systems) tab allows:

    • Enable or disable the gyroscope or accelerometer.

    • Select the refresh rate and range of the accelerometer and gyro in "Advanced Settings".

    To change the configuration, press the "Save" button and confirm the action.

    Video broadcast

    The "Video broadcasting" tab allows you to watch video from the camera installed on the controller.

    To start it, you need to add the "Start video broadcasting" block to the robot's control program from the remote control.

    Logs

    The Logs tab displays the controller logs, which can be downloaded for later sending to the support service.

    User scripts

    The "User scripts" tab displays the programs loaded on the controller.

    You can remove all programs through the controller interface.

    Images

    The "Images" tab contains images taken with the connected camera, as well as screenshots of the controller screen.

    In the tab you can:

    • Take a screenshot of the controller screen.

    • View and download images received from the controller either individually or all together.

    • Delete all existing images (selective deletion is not available).

    LOG

    The icon allows you to download log files. Read more in the article "Actions in case of TRIK Studio or TRIK controller malfunction" in the section "Collecting logs on TRIK controller".

    platform
    Robots
    "TRIK Studio settings
    "Exercises
    "Subprograms

    Connecting and working with the video module

    This article is automatically translated from Russian by Google Translator.

    Both video modules and USB webcams can be connected to the TRIK controller.

    Video module

    USB webcam

    Connecting

    The video module connects to the video1 or video2 port, the USB webcam connects to the USB port.

    Connect the video module to the video2 (or video1) port so that the red plug pin is on the right.

    Using

    The camera in TRIK Studio can be run in three modes:

    1. As a line sensor.

    2. As objects sensor.

    3. As a color sensor.

    Write an algorithm to initialize the video camera:

    After the camera is initialized, a video broadcast with additional graphic elements will appear on the display.

    Warning! By default, the Line Sensor mode will be enabled. To change the mode of use, go to the properties of the "Initialize Camera" block and change the mode to the desired one.

    LineSensor

    The camera as a line sensor is needed to solve the problem of driving on the line, as well as on a discontinuous line.

    In order to enable the camera as a line sensor, you must change the camera mode in the "Initialize Camera" block properties, to Line Sensor. The Line Sensor mode has a variable.

    Example

    Task. Write an algorithm for moving the robot along a line using a camera.

    Algorithm writing

    1. Initialize the variable k - the proportionality factor to be used in the proportional regulator for the robot's motion.

    2. Initialize the camera as a line sensor.

    Warning! The "Wait for button to be pressed" block is necessary so that the camera has time to turn on. When the image from the camera appears on the robot's screen, you can proceed to the next step.

    3. Detect the camera on the object.

    4. Write a controller for motion. Use the "Line Sensor to Variable" block, which writes a reading of the object's deviation from the center of the screen along the X-axis (from -100 to 100) to a variable specified in the properties. In other words, it is a dynamic error.

    General view of the algorithm

    Running the algorithm on a real robot

    1. Run the program on the robot.

    2. Wait for the camera to turn on.

    3. In Line Sensor mode, the screen will display 4 purple guides. Aim the camera at the line so that the right edge of the line falls in the corridor between the two right guides and the left edge between the two left guides.

    4. Press the Up button on the controller to detect an object (line).

    Note that the video is streamed to the screen in 240×140 px format, which is exactly half of the screen.

    The line must fill with yellow dots, as in the picture, to know that detection has occurred:

    5. Press the Down button.

    ObjectSensor

    The camera as an object sensor is required for object recognition and tracking tasks. In order to enable the camera as a line sensor, you must change the camera mode, in the properties of the "Initialize Camera" block, to Object Sensor. The Object Sensor mode has sensor variables: .

    Example

    Task. Write an algorithm for object recognition using a camera.

    Attention! The robot must output to the console the coordinates of the object center and its diameter in pixels.

    Algorithm writing

    1. Initialize the camera as an object sensor.

    Warning! The "Wait for the button to be pressed" block is necessary so that the camera has time to turn on. When the camera image appears on the robot's screen, you can proceed to the next step.

    2. Detect the camera on the object.

    3. Write a loop with a condition to exit the program by pressing Esc on a false branch.

    4. On the true branch, add a function to assign the coordinates of the center of the object and the diameter in pixels, to the variables a, b, c.

    5. Next, add the variables a, b, c to the console and end the loop with the "Timer" block:

    General view of the algorithm

    Running the algorithm on a real robot

    1. Run the program on the robot.

    2. Wait for the video camera to turn on.

    3. Position the robot so that the camera is facing a small square on the object. Press the Up button on the controller to detect the object.

    To understand that detection has occurred, the object must fill with yellow dots, as in the picture:

    4. Press the Down button on the controller.

    ColorSensor

    The camera as a color sensor is necessary for color recognition tasks.

    In order to enable the camera as a line sensor, you must change the camera mode, in the properties of the "Initialize Camera" block to Color Sensor.

    Color Sensor mode has sensor variables of three colors (red, green, blue): .

    In Color Sensor mode, the camera divides the frame into 9 zones and returns the average color value of the center zone.

    Example

    Write an algorithm for recognizing green and red using a camera. The robot should output to the console the color it sees.

    Note that the problem can only be solved on a real robot.

    Algorithm writing

    1. Initialize the camera as a color sensor.

    Warning! The "Wait for button to be pressed" block is necessary so that the camera has time to turn on. When the camera image appears on the robot's screen, you can proceed to the next step.

    2. Add the function of assigning touch variables to variables a, b.

    3. Write a condition that will distinguish between red and green. Given that red is colorSensorR = 255 , and green is colorSensorG = 255 .

    Algorithm

    Running the algorithm on a real robot

    1. Execute the program on the robot. 2. Wait for the video camera to turn on. 3. Position the robot so that the camera is pointing at the color you want to recognize.

    4. Press the Up button on the controller to start color recognition. The robot should display the color the camera is pointing at (Green, Red).

    Object «script»

    This article is automatically translated from Russian by Google Translator.

    Represents methods of controlling script execution and accessing operating system functions.

    Class «encoder»

    This article is automatically translated from Russian by Google Translator.

    Represents power motor encoders connected to ports E1, E2, E3, E4.

    x = accelerometer[0]; -- X-axis accelerometer readings
    y = accelerometer[1]; -- Y-axis accelerometer readings
    z = accelerometer[2]; -- Z-axis accelerometer readings
    r = colorSensorR; -- red intensity
    g = colorSensorG; -- green intensity
    b = colorSensorB; -- blue intensity
    x = gyroscope[0]; -- X-axis gyroscope readings
    y = gyroscope[1]; -- Y-axis gyroscope readings
    z = gyroscope[2]; -- Z-axis gyroscope readings

    Returns a random number from the specified range.

    Считывает всё содержимое указанного файла в массив строк.

    Deletes the specified file.

    Sets the event-oriented program flag.

    Выполняет переданную в качестве параметра команду консоли операционной системы.

    Returns the time stamp - the number of milliseconds elapsed since the beginning of January 1, 1970 GMT.

    Creates and returns a timer.

    Suspends script execution for the number of milliseconds passed.

    Writes a string to a file.

    quit

    Sets the end-of-run flag for an event-driven program. As soon as the current event handler completes, the script execution will end.

    Syntax

    script.quit();	
    script.quit();

    random

    Returns a random number from the specified range.

    Syntax

    The range boundaries must be specified as parameters.

    Example

    readAll

    Reads the entire contents of the specified file into a string array.

    Syntax

    As a parameter, you must specify the name of the file with the extension.

    Example

    removeFile

    Deletes the specified file.

    Syntax

    As a parameter, you must specify the name of the file with the extension.

    Example

    run

    Sets the event-oriented program flag. When the script finishes, it is not unloaded from memory but continues to wait for events to occur until one of the handlers calls the "quit" method.

    Syntax

    system

    Executes the command transmitted.

    Syntax

    As a parameter, you must specify the operating system console command.

    Example

    time

    Returns the time stamp - the number of milliseconds elapsed since the beginning of January 1, 1970 GMT.

    Syntax

    timer

    Creates and returns a timer (class QTimer) that sends a timeout signal every n milliseconds.

    Syntax

    n is passed as a parameter.

    Example

    wait

    Suspends script execution for the number of milliseconds passed.

    Syntax

    The number of milliseconds is passed as a parameter.

    Example

    writeToFile

    Writes a string to a file.

    Syntax

    The file name and the line to be written should be specified as parameters.

    Example

    Method

    Description

    quit

    Sets the end-of-run flag for an event-driven program.

    Resets the current encoder reading to 0.

    Returns the current encoder reading in "ticks" on the specified port.

    read

    Returns the current encoder reading in degrees on the specified port.

    Syntax

    brick.encoder(portName).read();
    brick.encoder("portName").read();
    brick.encoder(portName).read();
    brick.encoder("portName").read();

    As a parameter, you must specify the port.

    Example

    brick.encoder(E1).read();
    brick.encoder("E2").read();
    brick.encoder(E1).read();
    brick.encoder("E2").read();

    reset

    Resets the current encoder reading to 0.

    Syntax

    As a parameter, you must specify the port.

    Example

    readRawData

    Returns the current encoder reading in "ticks" on the specified port.

    Syntax

    Example

    Method

    Description

    read

    Returns the current encoder reading in degrees on the specified port.

    lineSensor
    objectSensorSize, objectSensorX, objectSensorY
    colorSensorR, colorSensorG, colorSensorB
    accelerometer
    colorSensorR
    colorSensorG
    colorSensorB
    gamepadPad1
    gamepadPad2
    gamepadPad1
    gamepadPad2
    gyroscope
    lineSensor
    script.random(min, max);
    script.random(min, max);
    var a = script.random(0, 10); // random number from 0 to 10
    a = script.random(0, 10); # random number from 0 to 10
    script.readAll('fileName');
    script.readAll('fileName');
    var lines = script.readAll('input.txt'); // reads the text file input.txt
    lines = script.readAll('input.txt'); # reads the text file input.txt
    script.removeFile('fileName');
    script.removeFile('fileName');
    script.removeFile('file.txt'); // delete file file.txt
    script.removeFile('file.txt'); # delete file file.txt
    script.run();
    script.run();
    script.system();
    ript.system();
    script.system("reboot");
    script.system("reboot");
    script.time();
    script.time();
    script.timer(n);
    script.timer(n);
    script.timer(1000);
    script.timer(1000);
    script.wait(msCount);
    script.wait(msCount);
    script.wait(1000); // stop the execution of the script for one second
    script.wait(1000); # stop the execution of the script for one second
    script.writeToFile('fileName', 'text');
    script.writeToFile('fileName', 'text');
    script.writeToFile('output.txt', 'Hello, world'); // write "Hello, world" in the output.txt file
    script.writeToFile('output.txt', 'Hello, world'); # write "Hello, world" in the output.txt file
    brick.encoder(portName).reset();
    brick.encoder("portName").reset();
    brick.encoder(portName).reset();
    brick.encoder("portName").reset();
    brick.encoder(E1).reset();
    brick.encoder("E2").reset();
    brick.encoder(E1).reset();
    brick.encoder("E2").reset();
    brick.encoder(portName).readRawData();
    brick.encoder("portName").readRawData();
    brick.encoder(portName).readRawData();
    brick.encoder("portName").readRawData();
    brick.encoder(E1).readRawData();
    brick.encoder("E2").readRawData();
    brick.encoder(E1).readRawData();
    brick.encoder("E2").readRawData();
    random
    readAll
    removeFile
    run
    system
    time
    timer
    wait
    writeToFile
    reset
    readRawData

    TRIK controller menu

    The TRIK controller menu contains six sections:

    1. File Manager — start and remove programs.

    2. Testing — testing of devices connected to the TRIK controller.

    3. Network Config— connecting the TRIK controller to other devices.

    4. Comm settings — the interaction of several TRIK controllers.

    5. Language — language selection.

    6. More... — programming the controller, system settings, and information about the firmware version.

    Use the controller buttons to navigate the menu.

    "Up", "Down", "Right", "Left" — move through the menu. "Enter" (checkmark) — select a menu section. "Exit" (cross) — exit from the submenu.

    File Manager

    The "File Manager" section is intended for viewing, launching, and deleting programs uploaded to the controller.

    Starting the program

    Press the Enter button (checkmark) to start the program.

    Deleting the program

    To delete the program, press the "Right" button and confirm the deletion.

    Deleting all programs

    To remove all programs, select "Delete all ..." and confirm the removal.

    Testing

    On the TRIK controller, using this menu item, you can test the connected devices:

    1. Analog sensors.

    2. Servos.

    3. Power motors.

    4. Digital sensors.

    For more details, see the article

    Network Config

    This section is about setting up the connection of the controller to a computer or smartphone.

    In the "Network" item, you can connect the controller to a computer or smartphone in two modes:

    1. Wi-Fi access point.

    2. Wi-Fi client.

    For more details, see the article

    Comm settings

    At the "Comm settings" section, you can configure the parameters for the interaction of the controllers.

    For more details, see the article

    Language

    This section allows you to select the language of the TRIK controller menu.

    1. Select the language you want and press Enter. 2. Once the warning about the controller restart appears, press the Enter button again. 3. After restarting, the language will change to the selected one.

    More...

    The "More..." menu item contains the next sub-items:

    1. Programming.

    2. System settings.

    3. Version

    Programming

    Section "Programming" is intended for writing a program on the controller from ready-made commands.

    1. Add commands to the algorithm using the "<new command>" item.

    2. After the completion of the algorithm, select the "Run program" item.

    3. To clear the list, use the "Clear list" menu item.

    Add command

    The "<add command>" item allows you to add a command to the end of the algorithm.

    Select a command using the Up and Down buttons and press Enter.

    By adding commands to the list, you can get the final program.

    When adding the "Motors forward" command to the algorithm, you must specify the power.

    When adding a Timer command to the algorithm, you must specify the timeout in milliseconds.

    Run program

    The "Run program" item allows you to execute the written algorithm.

    Clear list

    The "Clear list" item allows you to delete the algorithm you wrote before.

    System settings

    In this subsection, you can choose what will be displayed in the Files folder:

    • Scripts folder. In this case, only programs uploaded from TRIK Studio will be displayed.

    • File system.

    Version

    In this subsection, you can see the firmware version and the mac-address.

    TRIK Studio interface

    TRIK Studio modes

    The TRIK Studio interface depends on the selected mode. TRIK Studio has two modes:

    1. It is intended for creating a robot control diagram and executing it in the generation mode.

    Connecting to the TRIK controller using UART

    This article is automatically translated from Russian by Google Translator.

    In addition to connecting the TRIK controller to the computer using , it can be connected via a USB to UART interface converter based on the chip CP2102:

    The connection algorithm is described below.

    Object «brick»

    This article is automatically translated from Russian by Google Translator.

    The object "brick" represents the TRIK controller and provides access to the robot devices.

    Encoders.

  • Gyroscope.

  • Accelerometer.

  • Testing devices connected to the TRIK controller
    Connecting to the TRIK controller via Wi-Fi
    Interaction of TRIK controllers
    .

    Debug mode It is intended for executing and debugging a program on a 2D model or in interpretation mode on a real robot.

    Switching between modes

    There are three ways to switch modes:

    1. Keyboard shortcuts Ctrl+1 / Ctrl+2.

    2. Mode switching panel.

    3. Status bar.

    Editing mode

    TRIK Studio in edit mode has the following interface elements:

    • Editor window/scene

    • Main menu

    • File panel

    • Edit panel

    Editor window/scene

    The scene displays the diagram and allows you to edit it.

    Read about creating a new project and working with the diagrams in the articles:

    Editor mode also displays the current executable block when interpreting diagrams.

    Main menu

    The main menu of TRIK Studio contains a set of basic operations and environment settings:

    • File

    • Edit

    • View

    • Tools

    For more information, see the article:

    File panel

    The "File" panel repeats the main operations available from the "File" menu.

    Create a new project. Open a saved project. Save the current project.

    Edit panel

    Cancel the operation. Repeat the operation.

    View panel

    The View panel contains buttons that allow you to scale diagrams.

    Zoom in / out.

    You can also zoom the scene using:

    1. Hold down the Ctrl key and roll the mouse wheel.

    2. Keyboard shortcut Ctrl+= и Ctrl+-.

    Interpreter panel

    The Interpreter panel contains the commands for starting and stopping the execution of a program, buttons for switching interpretation modes between a two-dimensional model and a real robot, as well as a button for opening robot settings available from the Tools menu.

    When working with a real robot in interpretation mode, this panel also contains a "Connect" button.

    Run program. Stop program. 2D model mode. Real robot mode. Robot settings.

    Generators panel

    The commands in this panel change depending on the program configuration.

    The Generators panel contains commands for generating code and loading the program to the robot.

    Generate code. Upload program to the robot.

    "Other" panel

    "Other" panel may contain various information depending on the chosen platform.

    For example, for the TRIK kit this panel displays the IP address of the controller to which you are connecting.

    Panel for switching between editing and debugging modes

    The panel for mode switching displays the current TRIK Studio mode and allows you to switch between editing and debugging modes.

    Editor. Debug.

    Property editor panel

    The property editor is used to display and edit the property values ​​of selected objects (blocks, links).

    About working with the property editor see article:

    Sensors settings panel

    Sensor settings allow you to specify which sensors are used on which port. The same can be done from the robot settings dialog.

    Available set of sensors depends on the selected platform in the settings on the Robots tab.

    Palette panel

    The Palette panel contains a set of available blocks and the relationships between them, which can be added to the diagram.

    1. The composition of the palette may vary depending on the platform selected in the settings.

    2. Blocks that are not available in the selected execution model (2D model or on a real robot) are highlighted in gray.

    How to add and remove blocks to the scene in TRIK Studio read in the article:

    Variables panel

    Displays the list of variables used when executing the diagram with their current values, including sensor variables. When executed in the interpretation mode on a two-dimensional model or a real robot, they are taken from the robot in real-time. Not used in the generation mode.

    Status bar

    The status bar displays the current TRIK Studio mode (editing or debugging) and allows you to switch between modes. To switch between them, just click on the status bar.

    Debug mode

    The elements of the TRIK Studio interface in debug mode repeat the elements in edit mode, except for the editor window, property editor panels and palette. Instead of these elements, the next elements are displayed:

    • 2D model window

    • Error panel

    • Robot settings panel

    • Plots panel

    2D model window

    The 2D model window opens if a 2D model is selected as the program execution mode.

    The window allows you to set the environment in which the robot will be executed, set the robot sensors and observe how the program written in edit mode will work.

    Read more about the 2D model in the article:

    In the Interpretation and Generation modes for the real robot, this window is not displayed, an executable diagram is displayed instead.

    Robot settings panel

    The robot settings panel displays the type of controller and robot parameters that depend on the selected platform.

    Opening robot settings panel

    Error panel

    In the case of syntactic and semantic errors in the TRIK Studio, a window with the corresponding messages appears.

    To view the block where the error occurred, click on the message.

    Plots panel

    The Plots window displays the values sent by the sensors in real-time.

    Read more in the article:

    Editing mode
    Getting started and creating a project
    Adding and removing blocks
    TRIK Studio main menu
    Property editing
    Adding and removing blocks
    2D model
    Working with graphs
    Installing drivers
  • Setting up the COM port

  • Modem installation

  • Modem setup

  • Creating a network connection

  • Setting up a network connection

  • Connecting to the controller

  • 1. Installing drivers

    1. Download the drivers from the converter manufacturer's official website: silabs.com. 2. Unpack the archive and run the driver installer corresponding to your operating system (32 or 64 bit).

    3. After the installation is complete, connect the USB to the UART converter to the computer (without the controller). Wait until the device is detected.

    4. Check in the "Device Manager" if the driver has been installed correctly.

    5. If the CP2102 USB to UART Bridge Controller shows an exclamation mark in Device Manager, as in the example below, then the device driver is not installed. Repeat the installation procedure, or contact a technician.

    If the device is not on the Device Manager list, check if the USB port is working and if the device is correctly inserted into the USB port. If the device is connected correctly, the red "POWER" LED on the device should light up.

    2. Setting up the COM port

    1. In the "Device Manager" call the properties of Silicon Labs CP210x USB to UART Bridge (COMx).

    On the "Port Settings" tab, set:

    • Bits per second: 115200.

    • Flow Control: No.

    With the "Advanced" button you can select the number of the COM port, if necessary:

    3. Modem installation

    Open Windows Control Panel any way

    1. From the Control Panel, select the Phone & Modem section.

    2. Enter any phone code for the city and press "OK".

    3. On the "Modems" tab, click the "Add" button.

    4. Select "Do not detect my modem, I will select it from list" and click "Next".

    5. Select "Standard Modem Types" → "Communications cable between two computers" and click "Next".

    6. Select the previously specified port (COM3 in our example), then click "Next" and "Done".

    4. Modem setup

    1. Once again, from the Control Panel, select Phone & Modem and click the Modems tab. 2. Select "Communications cable between two computers (COM3)" and click "Properties".

    3. Press "Change settings" button on General tab, elsewere, the necessary settings will not be available

    4. The "Modem" tab should correctly display the COM port (COM3).

    • Set Port Speed: 115200

    5. On "Advanced" tab press "Change Default Preferences..." button

    6. On "General" tab, set:

    • Port Speed: 115200.

    • Flow Control: None.

    Then click OK - OK.

    5. Creating a network connection

    Open Parameters("All Settings") → "Network & Internet" → "Dial-Up" → "Set up a new connection".

    or Control Panel → "Network and Sharing Center" → "Set up a new connection on network"

    Select "Connect to the Internet - Set up a broadband or dial-up connection to the Internet" and click "Next".

    Setup connection anyway

    Select "Dial-up"

    4. Enter 1 in the "Number to Dial" field, fill the connection name, and click "Connect".

    Leave the username and password fields blank

    5. Wait for some time, then select "Set up the connection anyway".

    6. Click Close.

    6. Setting up a network connection

    1. Open "Network Connections" (Control Panel → "Network and Sharing Center → "Change adapter settings" or Parameters ("All Settings") → "Network & Internet" → "Change adapter options").

    2. Go to the properties of the created connection.

    3. On the General tab, select "Communications cable between two computers (COMx)" and click "Configure".

    4. Select the following option:

    • Select max. speed: 115200

    • Uncheck the "Hardware flow control" box.

    • Click OK.

    5. On the "Options" tab, check boxes according to the picture below and click the "PPP Settings..." button.

    6. Uncheck "Enable software compression" and click "OK".

    7. On the "Network" tab, the "IPv4" protocol must be enabled. IPv4 options → Automatic (by default)

    7. Connecting to the controller

    1. Remove the USB to the UART converter from the USB connector. 2. Turn on the controller. 3. Connect the USB to the UART converter to the appropriate port on the controller.

    3. Connect the USB to UART converter to the computer.

    4. Open Parameters ("All Settings") → "Network & Internet" → "Dial-up". Click on the connection and click the "Connect" button.

    5. Click "Dial"

    6. If everything is done correctly, the "RXD" and "TXD" lights on the inverter should flash.

    And the connection status should change to active.

    7. Open the Phone Connection Status window.

    8. Click the Details button.

    9. The IPv4 address must be 10.0.5.1 .

    10. If this is correct, you can access the web interface at 10.0.5.2.

    11. Or specify the IP address 10.0.5.2 in the corresponding TRIK Studio window to control the controller.

    Wi-Fi

    Provides access to battery information.

    Provides access to the color sensor by the camera.

    Provides access to the display of the robot.

    Provides access to the encoder on the specified port.

    Get a photo from the camera as an array of bytes.

    Provides access to the gyroscope.

    Provides access to the buttons on the body of the robot.

    Play the audio file.

    Provides access to the LED on the body of the robot.

    Provides access to the line sensor by the camera.

    Provides access to the motor on the specified port.

    Provides access to the object sensor by the camera.

    Pronounce the string passed as a parameter (in Russian or English).

    Provides access to the sensor on the specified port.

    Stops all motors and active sensors, and removes what is drawn on the display.

    accelerometer

    Provides access to the accelerometer (class "Accelerometer").

    Syntax

    battery

    Provides access to battery information (class "Battery").

    Syntax

    colorSensor

    Provides access to the color sensor by the camera (class "ColorSensor").

    Syntax

    display

    Provides access to the display of the robot (class "Display").

    Syntax

    encoder

    Provides access to the encoder on the specified port (class "Encoder").

    Syntax

    As a parameter, you must specify the port.

    Example

    getStillImage

    Get a photo from the camera as an array of bytes.

    Syntax

    gyroscope

    Provides access to the gyroscope (class "Gyroscope").

    Syntax

    keys

    Provides access to the buttons on the robot body (class "Keys").

    Syntax

    led

    Provides access to the LED on the robot body (class "Led").

    Syntax

    lineSensor

    Provides access to the line sensor by the camera (class "LineSensor").

    Syntax

    motor

    Provides access to the motor (power or servomotor) on the specified port (class "Motor").

    Syntax

    As a parameter, you must specify the port.

    Example

    objectSensor

    Provides access to the object sensor by the camera (class "ObjectSensor").

    Syntax

    playSound

    Play the audio file.

    Syntax

    As a parameter, you must specify the name of the file with an absolute path or the path relative to the folder trik on the controller.

    Warning! The file must be pre-loaded on the controller.

    Example

    say

    Say the line (in Russian or English).

    Syntax

    As a parameter, you must specify a string in English or Russian.

    Example

    sensor

    Provides access to the sensor on the specified port (class "Sensor").

    Syntax

    As a parameter, you must specify the port.

    Example

    stop

    Stops all motors and active sensors, and removes what is drawn on the display.

    Syntax

    Method

    Description

    accelerometer

    Provides access to the accelerometer.

    brick.accelerometer();
    brick.accelerometer();
    brick.battery();
    brick.battery();
    brick.colorSensor("video1");
    brick.colorSensor("video1");
    brick.display();
    brick.display();
    brick.encoder(portName);
    brick.encoder("portName");
    brick.encoder(portName);
    brick.encoder("portName");
    brick.encoder(E1); // encoder call on port E1
    brick.encoder("E2"); // encoder call on port E2
    brick.encoder(E1); # encoder call on port E1
    brick.encoder("E2"); # encoder call on port E2
    brick.getStillImage();
    brick.getStillImage();
    brick.gyroscope();
    brick.gyroscope();
    brick.keys();
    brick.keys();
    brick.led();
    brick.led();
    brick.lineSensor();
    brick.lineSensor();
    brick.motor(motorName);
    brick.motor("motorName");
    brick.motor(motorName);
    brick.motor("motorName");
    brick.motor(M1) // motor call on port M1
    brick.motor("M2") // motor call on port M2
    brick.motor(M1) # motor call on port M1
    brick.motor("M2") # motor call on port M2
    brick.objectSensor();
    brick.objectSensor();
    brick.playSound("filename");
    brick.playSound("filename");
    brick.playSound("media/sound.mp3"); // Play the sound.mp3 file in the media folder
    brick.playSound("media/sound.mp3"); # Play the sound.mp3 file in the media folder
    brick.say(string);
    brick.say(string);
    brick.say("Привет, я ТРИК");
    brick.say("Привет, я ТРИК");
    brick.sensor(portName);
    brick.sensor("portName");
    brick.sensor(portName);
    brick.sensor("portName");
    brick.sensor(A1) // call a sensor on port A1
    brick.sensor("A2") // call a sensor on port A2
    brick.sensor(A1) # call a sensor on port A1
    brick.sensor("A2") # call a sensor on port A2
    brick.stop();
    brick.stop();
    battery
    colorSensor
    display
    encoder
    getStillImage
    gyroscope
    keys
    playSound
    led
    lineSensor
    motor
    objectSensor
    say
    sensor
    stop
    View panel
    Interpreter panel
    Generators panel
    "Others" panel
    Panel for switching between editor and debug mode
    Property editor panel
    Sensor settings
    Palette (set of blocks for diagrams creation)
    Variables panel
    Status bar
    Settings
    Help

    Class «display»

    This article is automatically translated from Russian by Google Translator.

    Provides access to the display of the robot.

    Screen size: 240*320 pixels.

    addLabel

    Print the specified text on the screen, starting from the specified coordinate. If there was already text in the specified coordinates, it will be replaced by the new text.

    The changes on the display will occur only after calling the method "".

    Parameters:

    • text — display text,

    • x, y — screen coordinates.

    Example

    clear

    Clear the drawing window.

    drawArc

    Draw an arc of an ellipse inscribed into a rectangle with the upper left corner at specified coordinates and having a given width and height. The changes on the display will occur only after calling the method "".

    Parameters:

    • x, y — the coordinates of the upper left corner of the rectangle on the screen,

    • l — rectangle width,

    • h — rectangle height,

    Example

    drawEllipse

    Draw an ellipse inscribed into a rectangle with the upper left corner at specified coordinates and having a given width and height. The changes on the display will occur only after calling the method "".

    Parameters:

    • x, y — coordinates of the upper left corner of the rectangle,

    • l — rectangle width,

    • h — rectangle height.

    Example

    drawLine

    Draw a line with the beginning and the end at the given coordinates. The changes on the display will occur only after calling the method "".

    Parameters:

    • x0, y0 — line origin coordinates,

    • x1, y1 — line end coordinates.

    Example

    drawPoint

    Draw a point at given coordinates. The changes on the display will occur only after calling the method "".

    Parameters:

    • point coordinates x, y.

    Example

    drawRect

    Draw a rectangle with the upper left corner at the specified coordinates and having the specified width and height. The changes on the display will occur only after calling the method "".

    Parameters:

    • x, y — coordinates of the upper left corner of the rectangle,

    • l — rectangle width,

    • h — rectangle height.

    Example

    hide

    Close and clear the drawing window.

    redraw

    Redraw the window to draw. The changes to the display will only happen after this method is called.

    removeLabels

    Remove from the screen all text added to it by calls to the "" method.

    setBackground

    Set the screen background to the color you specify.

    Available colors:

    • white,

    • red, darkRed,

    • green, darkGreen,

    • blue, darkBlue,

    As a parameter, you must specify the color.

    Example

    setPainterColor

    Set the color of the brush used to draw the graphical primitives.

    Available colors:

    • white,

    • red, darkRed,

    • green, darkGreen,

    • blue, darkBlue,

    As a parameter, you must specify the color.

    Example

    setPainterWidth

    Set the thickness of the brush used to draw the graphical primitives, in pixels.

    As a parameter, you must specify the thickness d.

    Example

    show

    Display the image generated in the one-dimensional array on the controller.

    Parameters:

    • array — a one-dimensional integer array with dimensions width×height

    • width и height — the width and height of the image, respectively

    Example

    Examples of using show() on an image taken with.

    showImage

    Display the image previously loaded on the robot.

    The name of the image file (in BMP, GIF, JPG, JPEG, PNG, PBM, PGM, PPM, TIFF, XBM, XPM formats) must be specified as a parameter, the path is specified either as absolute or relative to the trik folder.

    Example

    Common blocks

    The list of available blocks depends on the chosen robotics kit and on the robot model (real robot or ). Blocks unavailable for the current kit are not shown at all, and blocks inaccessible for this model within the same platform are shown in gray and are not available for dragging onto the .

    Common blocks for all platforms are presented below. A program using only these blocks will be executed on any platform without any changes.

    A list of blocks specific to a particular robotics kit can be found in the relevant sections:

    2D model

    Interactive simulation mode is a distinctive feature of TRIK Studio. In that mode, the commands are executed for the virtual robot model displayed on the screen. For , and kits the model is a three-wheeled cart.

    Initially, the robot is in an infinite empty space, and the user has the opportunity to set different scene objects like walls, draw colored lines and areas on the floor.

    At the same time, the work of the majority of the real robot sensors is emulated. For example, touch sensor, ultrasonic distance sensor, color and light sensors for NXT, compass, and gyroscope for EV3, infrared and ultrasonic distance sensors, touch sensor and light sensor for TRIK, and many others.

    A two-dimensional model may have devices that are not available on a real robot. For example, the ability to draw colored lines with a marker on the floor. The appearance and set of devices of the two-dimensional model depend on the chosen platform.

    from — initial angle bounding the arc,

  • to — finite angle bounding the arc.

  • cyan, darkCyan,

  • magenta, darkMagenta,

  • yellow, darkYellow,

  • gray, darkGray, lightGray,

  • black.

  • cyan, darkCyan,

  • magenta, darkMagenta,

  • yellow, darkYellow,

  • gray, darkGray, lightGray,

  • black.

  • The format in which each element of the array is represented should be passed as the format parameter. The formats currently supported are: «rgb32», «grayscale8», «rgb888».

    Method

    Description

    addLabel

    Print the specified text on the screen, starting from the specified coordinate.

    clear

    Clear the drawing window.

    drawArc

    Draw an arc of an ellipse inscribed into a rectangle with the upper left corner at specified coordinates and having a given width and height.

    drawEllipse

    Draw an ellipse inscribed into a rectangle with the upper left corner at specified coordinates and having a given width and height.

    drawLine

    Draw a line with the beginning and the end at the given coordinates.

    drawPoint

    Draw a point at given coordinates.

    drawRect

    Draw a rectangle with the upper left corner at the specified coordinates and having the specified width and height.

    hide

    Close and clear the drawing window.

    redraw

    Redraw the window to draw. The changes to the display will only happen after this method is called.

    removeLabels

    Remove from the screen all text added to it by calls to the "addLabel" method.

    setBackground

    Set the screen background to the color you specify.

    setPainterColor

    Set the color of the brush used to draw the graphical primitives.

    setPainterWidth

    Set the thickness of the brush used to draw the graphical primitives, in pixels.

    show

    Display the image generated in the one-dimensional array on the controller.

    showImage

    Display the image previously loaded on the robot.

    redraw
    redraw
    redraw
    redraw
    redraw
    redraw
    addLabel
    getPhoto()
    brick.display().addLabel("text", x, y);
    brick.display().addLabel("text", x, y);
    brick.display().addLabel('Hello, world!', 1, 1);
    brick.display().addLabel('Hello, world!', 1, 1);
    brick.display().clear();
    brick.display().clear();
    brick.display().drawArc(x, y, l, h, from, to);
    brick.display().drawArc(x, y, l, h, from, to);
    brick.display().drawArc(0, 0, 10, 10, 20, 50);
    brick.display().drawArc(0, 0, 10, 10, 20, 50);
    brick.display().drawEllipse(x, y, l, h);
    brick.display().drawEllipse(x, y, l, h);
    brick.display().drawEllipse(0, 0, 10, 10);
    brick.display().drawEllipse(0, 0, 10, 10);
    brick.display().drawLine(x0, y0, x1, y1);
    brick.display().drawLine(x0, y0, x1, y1);
    brick.display().drawLine(0, 0, 10, 10);
    brick.display().drawLine(0, 0, 10, 10);
    brick.display().drawPoint(x, y);
    brick.display().drawPoint(x, y);
    brick.display().drawPoint(10, 10);
    brick.display().drawPoint(10, 10);
    brick.display().drawRect(x, y, l, h);
    brick.display().drawRect(x, y, l, h);
    brick.display().drawRect(0, 0, 10, 10);
    brick.display().drawRect(0, 0, 10, 10);
    brick.display().hide();
    brick.display().hide();
    brick.display().redraw();
    brick.display().redraw();
    brick.display().removeLabels();
    brick.display().removeLabels();
    brick.display().setBackground("color");
    brick.display().setBackground("color");
    brick.display().setBackground("red");
    brick.display().setBackground("red");
    brick.display().setPainterColor("color");
    brick.display().setPainterColor("color");
    brick.display().setPainterColor("red");
    brick.display().setPainterColor("red");
    brick.display().setPainterWidth(d);
    brick.display().setPainterWidth(d);
    brick.display().setPainterWidth(5);
    brick.display().setPainterWidth(5);
    brick.display().show(array, width, height, format)
    brick.display().show(array, width, height, format)
    //rgb32
    var photo = getPhoto();
    brick.display().show(photo, 160, 120, "rgb32");
    script.wait(5000);
    
    //rgb888
    pic = []
    photo = getPhoto();
    l = photo.length;
    for (i = 0; i < l; i++) {
        var p = photo[i];
        pic.push((p&0xff0000)>>16);
        pic.push((p&0xff00)>>8);
        pic.push((p&0xff));
    }
    brick.display().show(pic, 160, 120, "rgb888");
    script.wait(5000);                            
    
    //grayscale8                                   
    pic = []                                      
    photo = getPhoto();
    l = photo.length;                             
    for (i = 0; i < l; i++) {                     
            var p = photo[i];                     
            pic.push(((p&0xff0000)>>18) + ((p&0xff00)>>10) + ((p&0xff)>>2));                
    }                                             
                                                  
    brick.display().show(pic, 160, 120, "grayscale8");
    script.wait(5000);
    #rgb32
    photo = getPhoto();
    brick.display().show(photo, 160, 120, "rgb32");
    script.wait(5000);
    
    #rgb888
    pic = []
    photo = getPhoto();
    l = len(photo);
    for i in range(l):
        p = photo[i];
        pic.append((p&0xff0000)>>16);
        pic.append((p&0xff00)>>8);
        pic.append((p&0xff));
    
    brick.display().show(pic, 160, 120, "rgb888");
    script.wait(5000);                            
    
    #grayscale8                                   
    pic = []                                      
    photo = getPhoto();
    l = len(photo);                             
    for i in range(l):                    
        p = photo[i];                     
        pic.append(((p&0xff0000)>>18) + ((p&0xff00)>>10) + ((p&0xff)>>2));                
                                             
                                                  
    brick.display().show(pic, 160, 120, "grayscale8");
    script.wait(5000);
    
    brick.display().showImage("imagePath");
    brick.display().showImage("imagePath");
    brick.display().showImage("media/trik_smile_sad.png");
    brick.display().showImage("media/trik_smile_sad.png");

    LEGO EV3

  • LEGO NXT

  • Geoscan Pioneer Quadcopter

  • List of common blocks

    Icon

    Name

    Description

    The starting point for program execution.

    Each diagram should have only one such block. There should not be any incoming links in it, and there should be only one outgoing link from this element.

    The process of diagram interpretation begins with this block.

    End of the program.

    If the program consists of several parallel execution sections, reaching this block completes the corresponding execution section.

    This block cannot have outgoing links.

    A block for declaring a new variable and setting a value for it.

    Initial Node

    Initial Node

    The starting point for program execution.

    Each diagram should have only one such block. There should not be any incoming links in it, and there should be only one outgoing link from this element.

    The process of diagram interpretation begins with this block.

    Final Node

    Final Node

    End of the program.

    If the program consists of several parallel execution sections, reaching this block completes the corresponding execution section.

    This block cannot have outgoing links.

    Variable Initialization

    Variable Initialization

    A block for declaring a new variable and setting a value for it. The same operation can be performed using the Expression block, but this block makes the program more clear.

    Properties

    Property

    Description

    Value

    An expression is specified that defines the initial value of the variable.

    Variable

    The variable name is specified.

    Condition

    Condition

    Separation of program execution in accordance with a given condition.

    This block must have two outgoing connections, at least one of which must have the value of the Condition parameter set: true or false.

    Properties

    Property

    Description

    Condition

    A logical expression is indicated (for more details, see the article ""), based on the value of which the further path of the diagram execution will be selected.

    End if

    End if

    Indicates merging of two branches of a conditional statement. It does not perform any actions but is useful for ensuring the structure of the program. It does not perform any actions but is useful for ensuring the structure of the program. If you adhere to the rule that all branches of the "Condition" or "Switch" operators converge on such a block, this will significantly increase the chances that the generator will be able to generate code in text language without goto statements.

    Pre-conditional Loop

    Pre-conditional Loop

    A loop with a precondition is a loop that is true so far for some condition specified before it starts. This condition is checked before the loop body is executed, so the body may not be satisfied even once (if the condition is false from the very beginning).

    Properties

    Property

    Description

    Condition

    The logical expression is specified (for more details, see the article ""), based on the value of which the further path of the diagram interpretation will be selected.

    Loop

    Loop

    Block that provides the execution of a sequence of blocks several times. The number of repetitions is set by the value of the Iteration parameter. The block must have two outgoing connections, one of which must be marked with the value “body” (that is, the value of the “Condition” parameter the connection must have “body”). Another connection coming from the “Cycle” block should remain unmarked: it will go through when the program passes through the “Loop” block the specified number of times. Infinite loops and loops of the form while / do and while are organized without using this block, looping the control flow using links. An exit from such a loop is carried out using the “Condition” block.

    Switch

    Switch

    A condition with several alternatives.

    In the "Expression" parameter, you can specify an arbitrary expression (for more details, see the section "Syntax of expressions"), based on the value of which the further path of the diagram interpretation will be selected.

    This block must have several outgoing links. All relations, except one, should be marked with an elementary value (string, number, etc.), which can take an expression (the value is simply written in the Condition property of the connection). One of the links should not be marked: it jumps if the expression is not equal to any of the listed values.

    Expression

    Expression

    Evaluate the value of the specified expression. Initialization of variables is also allowed.

    For more information about the syntax of valid expressions for the Expression parameter, see the section "Expression syntax".

    Subprogram

    Subprogram

    Subprogram execution. Subprograms are used to keep repeating program fragments on a separate diagram. When adding this block to the diagram, you will be prompted to enter the name of the subprogram, after which double-clicking on the block will be able to go to the diagram corresponding to this subprogram. An additional palette with all the subprograms will also appear. Subprograms from it can be dragged onto the scene and used as normal blocks. The appearance, name, and properties of the block can be changed using the context menu.

    Properties

    Changing the properties of this block does not perform in the "Properties Editor" panel, but using the "Change Properties" item in the context menu. To call the context menu, right-click on the block "Subprogram".

    In the window that opens, you can:

    • Change subprogram name.

    • Add and change subprogram parameters by specifying a name, type, and value.

    • Change the picture on the icon of your subprogram.

    • Change subprogram icon background.

    Fork

    Fork

    A block divides program execution into several threads. For example, you can simultaneously wait for the sensor to trigger and the time interval to expire. A block must have at least two outgoing connections. In order to be able to further refer to parallel tasks generated by this block (for example, in the "Kill thread" block or in the "Join" block), you need to give the names of the tasks. This is done on outgoing connections, in the Condition property. The name of the task can be any string, but one of the names should be the name of the task that is included in this block. The name of the main program is main.

    Join

    Join

    Block for merging parallel tasks.

    It blocks the execution of the program until the execution of all parallel tasks included in this block reaches this block.

    A block must have at least two incoming links. On the outgoing connection (in the “Condition” property) there must be an identifier for the task, which will continue after the block has completed.

    Kill thread

    Kill thread

    Finishes the task with the identifier specified in the "Task" property. Must be applied from another task.

    Random Initialization

    Random Initialization

    A block for assigning a specified variable to a random integer from a specified interval using the From and To properties.

    Comment

    Comment

    Block for adding arbitrary text to the diagram as a comment.

    Used to explain a specific block or section of a diagram. May be associated with the block, which he explains.

    When the program is executed, the block is not taken into account.

    Timer

    Timer

    Block for setting the delay. The delay time is set in the Delay parameter in milliseconds.

    Marker Down

    Marker Down

    Start drawing with a marker of a given color on the floor. When the robot moves in a two-dimensional model, a colored line will remain behind it.

    The block is available only in the two-dimensional model mode.

    Marker Up

    Marker Up

    Finish drawing with a marker.

    The block is available only in the two-dimensional model mode.

    2D model simulation
    scene
    TRIK
    The two-dimensional model mode is useful for debugging programs in the absence of a real robot.

    2D model window

    To open the 2D model window, press the button on the toolbar or choose in settings "2D model".

    2D model elements:

    • Tools for editing world model

    • Grid

    • Ruler

    • "Return to start" button

    Tools for editing world model

    Editing the model of the world is carried out using the corresponding panel.

    Name

    Description

    Shortcut

    Cursor

    Switch to selection mode.

    1

    Wall

    Add a wall to the scene.

    When added with the Shift key pressed, the wall is placed either at a right angle or at an angle of 45 ° relative to the borders of the window. The wall is displayed in the form of a "brick" line. When such a line is touched by a touch sensor or when it enters the range of a distance sensor, the sensor is triggered. A robot cannot drive through a wall.

    2

    Editor of lines, stylus, and ellipse

    When a line, Bézier curve, stylus, rectangle, or ellipse is selected, a pop-up window appears that allows you to adjust their color and thickness.

    The ellipse and rectangle tools have the ability to paint over the inner area with the specified color. You can also edit the size, shape, and position of the selected geometric objects.

    Working with background

    In addition to various geometric objects on the scene, it is possible to load an image from a file using the Image tool.

    If you select an image, you can move it, resize it and configure the following parameters:

    The image will not be included in the save file. When you open the current project on another computer or rename the file with the picture, the image in the 2D model disappears.

    The picture will be packed into the project. Attention, this might significantly increase the size of the save file.

    The image will be in the foreground. The robot can detect this image using sensors.

    The image will be in the background. The robot does not see this image.

    Change image... Replaces the image with the one selected through the dialog window.

    Model settings panel

    To open the settings panel, click the button to the right of the scene:

    This panel contains:

    • Display emulator

    • Sensors control panel

    • Motors control panel

    • Robot physics control

    • Model settings

    Display emulator

    The emulator of the robot screen allows displaying colored primitives on the screen. The emulator of the buttons to emulate buttons clicking (by clicking on the corresponding button on the robot).

    Sensors control panel

    The port control panel allows you to change the configuration and location of the sensors of the robot model.

    For each port, you can select the sensor of interest, and it will automatically be added to the scene.

    When you change the configuration of the sensors from the settings, the sensors in the two-dimensional model are automatically adjusted. In this case, it will be considered that the sensor is connected to the robot. That is, when the robot icon moves, the sensors will move with it, even if they are at some distance from the robot model.

    A gray cone is displayed next to the ultrasound or infrared sensor, indicating the area in which the sensor will detect obstacles.

    Rotate and move sensors

    For each port, you can select the sensor of interest, and it will automatically be added to the scene. Added sensors are always mounted on the robot, they can be moved and rotated.

    When rotating with the Shift key pressed, the sensor rotates either at a right angle or at an angle of 45° relative to the borders of the window.

    Motors control panel

    The motor control panel allows you to specify which of the motor ports will correspond to the left and right wheels.

    Robot physics control

    • Realistic physics more accurately emulate the forces acting on the robot: it turns when it collides with a wall, accelerates with acceleration, etc.

    • Realistic sensors — enable/disable emulation of inaccurate sensors.

    • Realistic engines — enable/disable emulation of inaccurate motor control.

    Model settings

    Displays the parameters of the robot model:

    • wheel diameter,

    • robot height,

    • robot width,

    • robot mass.

    Context menu

    Also, the functions of the two-dimensional model are available when you click the right mouse button on the scene.

    Menu item

    Description

    Hand dragging mode

    Allows you to move the scene with the robot, walls, and lines when clicking and dragging to a free section of the scene.

    Multiselection mode

    Allows you to select a group of walls, lines, and other parts of the world when you click and drag to a free section of the scene.

    Save world model...

    Saving the world model as an XML file, which can then be loaded and used in another project.

    Load world model…

    Load a previously saved model of the world.

    Clear items

    Delete all walls and color lines. The robot remains on the scene.

    Grid

    Turn on the grid on the scene and snap the walls to its nodes. The slider allows you to adjust the size of the grid.

    Panel to control simulation speed

    The speed control panel allows you to set the simulation speed.

    When choosing a low speed, one second of model time corresponds to a few seconds of real-time, when choosing a high speed - vice versa.

    The current model time elapsed since the launch of the program is also displayed here. It may differ from real-time (depending on the speed settings and computer capabilities).

    Ruler

    The ruler shows the distance on the scene, in centimeters (relative to the size of the robot).

    "Return to start" button

    The "Return to start" button sets the robot to its initial position, which is set by the red cross on the scene.

    The cross can be rotated around its axis, highlighting it and dragging the end of the arrow that appears. This sets the initial direction of the robot.

    When added with the Shift key pressed, the cross arrow is placed either at a right angle or at an angle of 45° relative to the borders of the window.

    "Start/Stop" buttons

    Run program.

    Stop program.

    Pop-up robot menu

    A pop-up menu for controlling the robot appears when clicking on the robot.

    Item

    Description

    Robot following

    When the mode is on, the scene automatically moves, exposing the robot to the center if it moves beyond the boundaries of the visible area.

    Return robot

    Return the robot to its original position, indicated by a red cross.

    Change marker thickness

    Change the thickness of the trace left by the robot when drawing with a marker.

    TRIK
    Lego EV3
    Lego NXT
    TRIK three-wheeled cart

    Robot physics settings

  • Model parameters

  • Can

    Add a can to the scene.

    3

    Ball

    Add a ball to the scene. When the robot touches it, the ball bounces some distance.

    4

    Line

    Add a straight line to the scene.

    When added with the Shift key pressed, the line is placed either at a right angle or at an angle of 45 ° relative to the borders of the window. Light and color sensors located on a virtual robot can respond to the line.

    You can adjust the color and thickness of the line.

    5

    Curve

    Add a line with curvature on the scene. Light and color sensors located on the virtual robot can respond to the line. You can adjust the color and thickness of the line.

    6

    Ellipse

    Add an ellipse to the scene.

    Light and color sensors located on the virtual robot can respond to the ellipse.

    You can adjust the color and thickness of the borderline as well as the color of the filling.

    7

    Rectangle

    Add a rectangle to the scene.

    Light and color sensors located on the virtual robot can respond to the rectangle.

    You can adjust the color and thickness of the borderline as well as the color of the filling.

    8

    Stylus

    Draw a line using the mouse.

    Light and color sensors located on the virtual robot can respond to the drawn line.

    You can adjust the color and thickness of the line.

    9

    Image

    Add an image on the floor of the scene.

    Depending on the mode of the image, light and color sensors located on the virtual robot can respond to the image.

    0

    Clear floor

    Delete all colored lines drawn by the robot marker. Other elements remain on the scene.

    "Start/Stop" button
    Panel for interpretation speed control
    Model settings
    Display emulator and buttons of the robot
    Ports control
    Motors control
    Robot popup menu

    Condition

    Separation of program execution in accordance with a given condition.

    End if

    Indicates merging of two branches of a conditional statement. It does not perform any actions but is useful for ensuring the structure of the program.

    Pre-conditional loop

    A loop that is executing so far some condition is true, indicated before it begins. This condition is checked before the loop body is executed, so the body may not be satisfied even once (if the condition is false from the very beginning).

    Loop

    Block that provides the execution of a sequence of blocks several times.

    Switch

    A condition with several alternatives.

    Expression

    Counts the value of the specified expression. Initialization of variables is also allowed.

    Subprogram

    Subprogram execution.

    Fork

    Block divides program execution into several threads.

    Join

    Block merging parallel tasks.

    Kill thread

    Finishes the task with the identifier specified in the "Task" property. Must be applied from another task.

    Random Initialization

    A block for assigning a specified variable to a random integer from a given interval.

    Comment

    Block for adding arbitrary text to the diagram as a comment.

    Timer

    Block for setting the delay. The delay time is set in the Delay parameter in milliseconds.

    Marker Down

    Start drawing with a marker of a given color on the floor. When the robot moves in a two-dimensional model, a colored line will remain behind it.

    Marker up

    Finish drawing with a marker.

    Initial Node
    Final Node
    Variable Initialization
    Expression Syntax
    Syntax of expressions

    Blocks in TRIK Studio Junior

    This article is automatically translated from Russian by Google Translator.

    TRIK Studio Junior blocks consist of four categories:

    1. Algorithms — blocks to describe algorithms.

    2. — blocks that perform any action on the "Character movement": commands to drive forward, turn, play sound, and others.

    3. — blocks waiting for an event to occur: certain sensor readings, pressing a button, etc.

    4. — blocks displaying graphics and text on the screen.

    Algorithms

    Initial Node

    The starting point for program execution.

    Each diagram should have only one such block. There should not be any incoming links in it, and there should be only one outgoing link from this element.

    The process of diagram interpretation begins with this block.

    Final Node

    End of the program.

    If the program consists of several parallel execution sections, reaching this block completes the corresponding execution section.

    This block cannot have outgoing links.

    Variable Initialization

    A block for declaring a new variable and setting a value for it. The same operation can be performed using the block, but this block makes the program more clear.

    Properties

    Condition

    Separation of program execution in accordance with a given condition.

    This block must have two outgoing connections, at least one of which must have the value of the Condition parameter set: true or false.

    Properties

    End if

    Indicates merging of two branches of a conditional statement. It does not perform any actions but is useful for ensuring the structure of the program. It does not perform any actions but is useful for ensuring the structure of the program. If you adhere to the rule that all branches of the "" or "" operators converge on such a block, this will significantly increase the chances that the generator will be able to generate code in text language without goto statements.

    Pre-conditional Loop

    A loop with a precondition is a loop that is true so far for some conditions specified before it starts. This condition is checked before the loop body is executed, so the body may not be satisfied even once (if the condition is false from the very beginning).

    Properties

    Loop

    Block that provides the execution of a sequence of blocks several times. The number of repetitions is set by the value of the Iteration parameter. The block must have two outgoing connections, one of which must be marked with the value “body” (that is, the value of the “Condition” parameter the connection must have “body”). Another connection coming from the “Cycle” block should remain unmarked: it will go through when the program passes through the “Loop” block the specified number of times. Infinite loops and loops of the form while / do and while are organized without using this block, looping the control flow using links. An exit from such a loop is carried out using the “Condition” block.

    Switch

    A condition with several alternatives.

    In the "Expression" parameter, you can specify an arbitrary expression (for more details, see the section ""), based on the value of which the further path of the diagram interpretation will be selected.

    This block must have several outgoing links. All relations, except one, should be marked with an elementary value (string, number, etc.), which can take an expression (the value is simply written in the Condition property of the connection). One of the links should not be marked: it jumps if the expression is not equal to any of the listed values.

    Expression

    Evaluate the value of the specified expression. Initialization of variables is also allowed.

    For more information about the syntax of valid expressions for the Expression parameter, see the section "".

    Subprogram

    Subprogram execution. Subprograms are used to keep repeating program fragments on a separate diagram. When adding this block to the diagram, you will be prompted to enter the name of the subprogram, after which double-clicking on the block will be able to go to the diagram corresponding to this subprogram. An additional palette with all the subprograms will also appear. Subprograms from it can be dragged onto the scene and used as normal blocks. The appearance, name, and properties of the block can be changed using the context menu.

    Properties

    Changing the properties of this block does not perform in the "Properties Editor" panel, but using the "Change Properties" item in the context menu. To call the context menu, right-click on the block "Subprogram".

    In the window that opens, you can:

    • Change subprogram name.

    • Add and change subprogram parameters by specifying a name, type, and value.

    • Change the picture on the icon of your subprogram.

    • Change subprogram icon background.

    Fork

    A block divides program execution into several threads. For example, you can simultaneously wait for the sensor to trigger and the time interval to expire. A block must have at least two outgoing connections. In order to be able to further refer to parallel tasks generated by this block (for example, in the "" block or in the "" block), you need to give the names of the tasks. This is done on outgoing connections, in the Condition property. The name of the task can be any string, but one of the names should be the name of the task that is included in this block. The name of the main program is main.

    Join

    Block for merging parallel tasks.

    It blocks the execution of the program until the execution of all parallel tasks included in this block reaches this block.

    A block must have at least two incoming links. On the outgoing connection (in the “Condition” property) there must be an identifier for the task, which will continue after the block has completed.

    Kill thread

    Finishes the task with the identifier specified in the "Task" property. Must be applied from another task.

    Random Initialization

    A block for assigning a specified variable to a random integer from a specified interval using the From and To properties.

    Comment

    Block for adding arbitrary text to the diagram as a comment.

    Used to explain a specific block or section of a diagram. May be associated with the block, which he explains.

    When the program is executed, the block is not taken into account.

    Actions

    Send Message To Thread

    Sends the message to a parallel task with a specified identifier (the identifier must be specified while creating the task in the "Fork" block).

    The message can be arbitrary.

    Get Button Code

    Assigns the pressed button code to a specified variable.

    The "Waiting" property allows you to wait for the button to be pressed. If the button is not pressed, the variable will be set to -1.

    Forward

    Moves the "Character movement" forward by the specified number of cells.

    The "Number of cells" property allows you to set the number of cells the "Character movement" should move by.

    Backward

    Moves the "Character movement" back by the specified number of cells. The "Number of cells" property allows you to set the number of cells the "Character movement" should move by.

    Turn right

    Turns "Character movement" to the right.

    Turn left

    Turns "Character movement" to the right.

    Say

    Use the speaker to say the phrase passed as the block argument.

    LED

    Set the specified LED color on the controller.

    Waiting

    Timer

    Block for setting the delay. The delay time is set in the Delay parameter in milliseconds.

    Receive Message From Thread

    Wait for a message from another parallel task.

    The message text will be assigned to the specified variable.

    The "Wait for message" property allows you to specify what to do if the message queue is empty: wait for a new message to arrive or continue working by assigning an empty string to the variable.

    The message is automatically converted to the same type as the receiver variable. For example, if you send a number as a string, it will be accepted as a number.

    User input

    Wait for the user to enter a value. The value will be assigned to the specified variable.

    Properties

    The block has three properties:

    Example

    Wait for Button

    Wait until the specified button on the robot is pressed.

    Drawing

    Clear Screen

    Erase everything that is drawn on the screen.

    Marker Down

    Start drawing with a marker of a given color on the floor. When the robot moves in a two-dimensional model, a colored line will remain behind it.

    The block is available only in the two-dimensional model mode.

    Marker Up

    Finish drawing with a marker.

    The block is available only in the two-dimensional model mode.

    Print Text

    Prints the specified string at the specified location on the robot's screen.

    Properties

    How to print a text?

    To print a text:

    1. Put your text into the Text property.

    2. Uncheck the Evaluate checkbox.

    How to print a variable value?

    To print a variable value:

    1. Put the variable name into the Text property.

    2. Check the Evaluate checkbox.

    Painter Color

    Specify the color to draw simple graphical shapes on the robot's screen.

    Painter Width

    Specify the width of the line used to draw simple graphical figures on the robot's screen.

    Draw Pixel

    Draw a dot on the screen at the specified coordinates.

    Draw Line

    Draw a line segment on the screen. Segment ends are given as parameters to the block.

    Draw Rectangle

    Draw a rectangle on the screen. The coordinates of the upper left corner, the width, and the height of the rectangle are specified as parameters.

    Draw Ellipse

    Draw an ellipse inscribed in a given rectangle on the screen.

    Draw Arc

    Draw an arc on the screen, given the coordinates of the rectangle in which it will be inscribed, and the angles (in degrees) of its beginning and end on the circle. If the beginning and the end coincide, the circle will be drawn.

    Smile

    Draw a smiley face on the screen.

    Sad Smile

    Draw a sad smiley face on the screen.

    Background Color

    Sets the screen background color.

    Separation of program execution in accordance with a given condition.

    Indicates merging of two branches of a conditional statement. It does not perform any actions but is useful for ensuring the structure of the program.

    A loop that is executing so far some condition is true, indicated before it begins. This condition is checked before the loop body is executed, so the body may not be satisfied even once (if the condition is false from the very beginning).

    Block that provides the execution of a sequence of blocks several times.

    A condition with several alternatives.

    Counts the value of the specified expression. Initialization of variables is also allowed.

    Subprogram execution.

    Block divides program execution into several threads.

    Block merging parallel tasks.

    Finishes the task with the identifier specified in the "Task" property. Must be applied from another task.

    A block for assigning a specified variable to a random integer from a given interval.

    Block for adding arbitrary text to the diagram as a comment.

    Moves the "Character movement" back by the specified number of cells.

    Turns "Character movement" to the right.

    Turns "Character movement" to the left.

    Speak through the speaker the phrase passed as an argument.

    Set the specified controller's LED color.

    Wait until the specified button on the robot is pressed.

    Print the specified string at the specified location on the robot's screen. The default value of the "Text" property is interpreted as a pure string, so it will be displayed that way.

    Specify the color to draw simple graphical shapes on the robot's screen.

    Specify the line width used to draw simple graphical figures on the robot's screen.

    Draw a dot on the screen at the specified coordinates.

    Draw a line segment on the screen. Segment ends are given as parameters to the block.

    Draw a rectangle on the screen. The coordinates of the upper left corner, the width, and the height of the rectangle are specified as parameters.

    Draw an ellipse inscribed in a given rectangle on the screen.

    Draw an arc on the screen, given the coordinates of the rectangle in which it will be inscribed, and the angles (in degrees) of its beginning and end on the circle. If the beginning and the end coincide, the circle will be drawn.

    Draw a smiley face on the screen.

    Draw a sad smiley face on the screen.

    Set the screen background color.

    Icon

    Name

    Description

    Initial Node

    The starting point for program execution.

    Each diagram should have only one such block. There should not be any incoming links in it, and there should be only one outgoing link from this element.

    The process of diagram interpretation begins with this block.

    Final Node

    End of the program.

    If the program consists of several parallel execution sections, reaching this block completes the corresponding execution section.

    This block cannot have outgoing links.

    Variable Initialization

    A block for declaring a new variable and setting a value for it.

    Property

    Description

    Value

    An expression is specified that defines the initial value of the variable.

    Variable

    The variable name is specified.

    Property

    Description

    Condition

    A logical expression is indicated (for more details, see the article "Expression Syntax"), based on the value of which the further path of the diagram execution will be selected.

    Property

    Description

    Condition

    The logical expression is specified (for more details, see the article "Syntax of expressions"), based on the value of which the further path of the diagram interpretation will be selected.

    Icon

    Name

    Description

    Send Message To Thread

    Sends the message to the parallel thread with the identifier given.

    Get Button Code

    Saves the code of the button pressed on the robot to the specified variable.

    Forward

    Moves the "Character movement" forward by the specified number of cells.

    Icon

    Name

    Description

    Timer

    Block for setting the delay. The delay time is set in the Delay parameter in milliseconds.

    Receive Message From Thread

    Wait for a message from another parallel task.

    User input

    Wait for the user to enter a value.

    Property

    Description

    Variable

    Variable name.

    Default

    Default variable value.

    Text

    Text field description.

    Block

    Execution

    Icon

    Name

    Description

    Clear Screen

    Erase everything that is drawn on the screen.

    Marker Down

    Start drawing with a marker of a given color on the floor. When the robot moves in a two-dimensional model, a colored line will remain behind it.

    Marker up

    Finish drawing with a marker.

    Property

    Value

    Evaluate

    True — print the variable or expression value.

    False — print as text.

    Text

    Text or variable/expression to be printed.

    Redraw

    True — redraw the screen. False — do not redraw.

    X, Y

    The text beginning coordinates.

    Actions
    Waiting
    Drawing
    Expression
    Condition
    Switch
    Syntax of expressions
    Expression syntax
    Kill thread
    Join
    Initial Node
    Final Node
    Variable Initialization
    Condition
    End if
    Pre-conditional Loop
    Loop
    Switch
    Expression
    Subprogram
    Fork
    Join
    Kill thread
    Random Initialization
    Comment
    Send Message To Thread
    Get Button Code
    Forward
    Backward
    Turn right
    Turn left
    Say
    LED
    Timer
    Receive Message From Thread
    User input
    Wait for Button
    Clear Screen
    Marker Down
    Marker Up
    Print Text
    Painter Color
    Painter Width
    Draw Pixel
    Draw Line
    Draw Rectangle
    Draw Ellipse
    Draw Arc
    Smile
    Sad Smile
    Background Color

    TRIK specific blocks

    TRIK specific blocks consist of three categories:

    1. - blocks that perform any action on the controller: turning on the motors, playing sounds, etc.

    2. - blocks waiting for an event to occur: certain sensor readings, pressing a button, etc.

    3. - blocks displaying graphics and text on the screen.

    For blocks common for all platforms see the article

    Action blocks

    Icon

    Name

    Description

    Sends the message to the parallel thread with the identifier given.

    Saves the code of the button pressed on the robot to the specified variable.

    Plays a sound with specified frequency and duration on the controller.

    Send Message To Thread

    Send Message To Thread

    Sends the message to a parallel task with a specified identifier (the identifier must be specified while creating the task in the "Fork" block).

    The message can be arbitrary.

    Get Button Code

    Get Button Code

    Assigns the pressed button code to a specified variable.

    The "Waiting" property allows you to wait for the button to be pressed. If the button is not pressed, the variable will be set to -1.

    Play Tone

    Play Tone

    Plays a sound with specified frequency and duration on the controller.

    Play Sound

    Play Sound

    Plays an audio file on the controller.

    The file must be pre-loaded on the controller. The path to the file is relative to the trik folder on the controller. You can download the file to the controller, for example, using the WinSCP program.

    Motors Forward

    Motors Forward

    Turn on the motors on the given ports with the given power.

    The ports are specified by lines M1, M2, M3, and M4, separated by commas. The power specified as a percentage by a number from -100 to 100. If the value is negative, the motors will be reversed.

    Motors Backward

    Motors Backward

    Turn on the motors in reverse mode on the given ports with the given power.

    Parameters are similar to the "motors forward" block.

    Stop Motors

    Stop Motors

    Stop the motors on the specified ports.

    The ports are specified by lines M1, M2, M3, and M4, separated by commas.

    Clear Encoder

    Clear Encoder

    Reset the motors revolutions count on the specified ports.

    The ports are specified by lines E1, E2, E3, and E4, separated by commas.

    Angular Servo

    Angular Servo

    Set the servos rotation angle on the specified ports to the specified position (from -90 to 90 degrees).

    The ports are specified by comma separated values.

    Say

    Say

    Use the speaker to say the phrase passed as the block argument.

    LED

    LED

    Set the specified LED color on the controller.

    System Call

    System Call

    The block has a logical parameter "Code". If it's True, the content of the "Command" parameter translates directly into the program code. Otherwise, an OS' CLI call will be pulled.

    Initialize Camera

    Initialize Camera

    Enable the video camera on the controller in one of three modes:

    1. Line Sensor - detects a color line in the center of the frame and subsequently returns the deviation of the center of the line from the center of the frame as a number in the range from -100 (left) to 100 (right).

    2. Object sensor - detects a contrasting object in the center of the frame and later returns the coordinates of its center and diameter in pixels.

    3. Color sensor - returns the dominant color in the center of the frame as its coordinates in the RGB color scale.

    Detect by Camera

    Detect by Camera

    Captures the image in the center of the frame and initializes a line sensor or object sensor with it. The camera must be switched on in the appropriate mode with the "Initialize Camera" block.

    Line Detector into Variable

    Line Detector inti Variable

    Places the current line sensor reading in the specified variable.

    The camera must be switched on inline sensor mode by the "Initialize Camera" block and initialized by the "Detect by camera" block.

    Enable Video Streaming

    Enable Video Streaming

    Starts a video broadcast on the robot.

    The video can be viewed on the TRIK control panel or in a browser at the address {robots ip-address}:8080/?action=stream/.

    Send message

    Send message

    Sends the message to the robot with the board number specified.

    The robot must be on the same network as the robot sending the message and registered as master or slave using Settings → Messages on the robot. If there is more than one robot with the given board number in the network, all of them will receive the message.

    Write to File

    Write to File

    Writes the given expression to a file.

    The path can be absolute or relative to the folder containing trik-studio.exe.

    The file can be retrieved from the controller, e.g. with the WinSCP program for Windows or SCP for Linux.

    Remove File

    Remove File

    Deletes a file. The path can be absolute or relative to the folder containing trik-studio.exe.

    Stop Camera

    Stop Camera

    Turn off the camera.

    Disable Video Streaming

    Disable Video Streaming

    Stop the video feed from the robot's camera.

    Calibrate Gyroscope

    Calibrate Gyroscope

    Sets the gyroscope angle to zero at the current position..

    Waiting Blocks

    Icon

    Name

    Description

    Wait for a message from another parallel task.

    Wait for the user to enter a value.

    Wait until the value returned by the gyro sensor on the specified port is greater or less than the one specified in the "degrees" parameter.

    Receive Message From Thread

    Receive Message From Thread

    Wait for a message from another parallel task.

    The message text will be assigned to the specified variable.

    The "Wait for message" property allows you to specify what to do if the message queue is empty: wait for a new message to arrive or continue working by assigning an empty string to the variable.

    The message is automatically converted to the same type as the receiver variable. For example, if you send a number as a string, it will be accepted as a number.

    User input

    User input

    Wait for the user to enter a value. The value will be assigned to the specified variable.

    Properties

    The block has three properties:

    Property

    Description

    Variable

    Variable name.

    Default

    Default variable value.

    Text

    Text field description.

    Example

    Block

    Execution

    Wait for Gyroscope

    Wait for Gyroscope

    Wait until the value returned by the gyro sensor on the specified port is greater or less than the one specified in the "degrees" parameter..

    Wait for Touch Sensor

    Wait for Touch Sensor

    Wait for the touch sensor to operate on the specified port.

    Wait for Light

    Wait for Light

    Wait until the value returned by the light sensor on the specified port is greater or less than the one specified in the "percents" parameter. Parameters:

    • "Percents" - value to compare with the value returned by the light sensor.

    • "Port" - the port to which the light sensor is connected.

    • "Read value" - the operation that will be used to compare with the value of the "Percents" parameter.

    Wait for Ultrasonic Distance

    Wait for Ultrasonic Distance

    Wait until the distance returned by the ultrasonic distance sensor is greater or less than the one specified in the "distance" parameter (distance is set in centimeters, from 0 to 300).

    Parameters:

    • "Distance" - value to compare with the value returned by the distance sensor.

    • "Port" - the port to which the distance sensor is connected.

    • "Read value" - the operation to be used for comparison with the value of the Distance parameter.

    Wait for Infrared Distance

    Wait for Infrared Distance

    Wait until the distance returned by the infrared distance sensor is greater or less than the one specified in the "distance" parameter.

    By default, the distance on ports A1 and A2 is set in centimeters (from 0 to 100). It is not recommended to connect other sensors to these ports as incorrect values may be read.

    Another parameter is the number of the port to which the distance sensor is connected. The last parameter specifies the operation to be used for comparison with the distance.

    Wait for Encoder

    Wait for Encoder

    Wait until the revolutions count reading on the specified port is greater or less than the Tacho limit value.

    Wait for Button

    Wait for Button

    Wait until the specified button on the robot is pressed.

    Wait for Message

    Wait for Message

    Wait for the message in the mailbox. When the message is received, it will be assigned to the specified variable.

    The Wait for message property allows you to specify what to do if the message queue is empty: wait for a new message to arrive or continue working by putting an empty string into the variable.

    The message is automatically converted to the type corresponding to the receiver variable type, i.e. you can, for example, send a number as a string and accept it as a number.

    Wait Gamepad Button

    Wait Gamepad Button

    Wait for the button to be pressed on the remote control connected to the robot. The buttons are numbered from 1 to 5.

    Wait Pad Press

    Wait Pad Press

    Wait for one of the two active areas of the RC to be pressed. The coordinates of the click can be obtained with the "gamepadPad" sensory variables.

    Wait for Gamepad Wheel

    Wait for Gamepad Wheel

    Wait for the desired tilt of the RC.

    The tilt is only registered if the remote is in "steering" mode, the tilt angle is coded with numbers from -100 (maximum left) to 100 (maximum right).

    Another parameter specifies the operation that will be used to compare with the Angle parameter value.

    Wait for Gamepad Disconnect

    Wait for Gamepad Disconnect

    Wait until the RC is disconnected from the robot. If the RC is not connected, the program will continue running.

    Wait for Gamepad Connect

    Wait for Gamepad Connect

    Wait for the RC to connect to the robot. If the RC is already connected, the program will continue running.

    Drawing Blocks

    Icon

    Name

    Description

    Specify the color to draw simple graphical shapes on the robot's screen.

    Specify the line width used to draw simple graphical figures on the robot's screen.

    Draw a dot on the screen at the specified coordinates.

    Painter Color

    Painter Color

    Specify the color to draw simple graphical shapes on the robot's screen.

    Painter Width

    Painter Width

    Specify the width of the line used to draw simple graphical figures on the robot's screen.

    Draw Pixel

    Draw Pixel

    Draw a dot on the screen at the specified coordinates.

    Draw Line

    Draw Line

    Draw a line segment on the screen. Segment ends are given as parameters to the block.

    Draw Rectangle

    Draw Rectangle

    Draw a rectangle on the screen. The coordinates of the upper left corner, the width, and the height of the rectangle are specified as parameters.

    Draw Ellipse

    Draw Ellipse

    Draw an ellipse inscribed in a given rectangle on the screen.

    Draw Arc

    Draw Arc

    Draw an arc on the screen, given the coordinates of the rectangle in which it will be inscribed, and the angles (in degrees) of its beginning and end on the circle. If the beginning and the end coincide, the circle will be drawn.

    Smile

    Smile

    Draw a smiley face on the screen.

    Sad Smile

    Sad Smile

    Draw a sad smiley face on the screen.

    Background Color

    Background Color

    Sets the screen background color.

    Print Text

    Print Text

    Prints the specified string at the specified location on the robot's screen.

    Properties

    Property

    Value

    Evaluate

    True — print the variable or expression value.

    False — print as text.

    Text

    Text or variable/expression to be printed.

    Redraw

    True — redraw the screen. False — do not redraw.

    X, Y

    The text beginning coordinates.

    How to print a text?

    To print a text:

    1. Put your text into the Text property.

    2. Uncheck the Evaluate checkbox.

    How to print a variable value?

    To print a variable value:

    1. Put the variable name into the Text property.

    2. Check the Evaluate checkbox.

    Clear Screen

    Clear Screen

    Erase everything that is drawn on the screen.

    Actions
    Waiting
    Drawing
    Common blocks
    Condition
    End if
    Pre-conditional loop
    Loop
    Switch
    Expression
    Subprogram
    Fork
    Join
    Kill thread
    Random Initialization
    Comment
    Backward
    Turn right
    Turn left
    Say
    LED
    Wait for Button
    Print Text
    Painter Color
    Painter Width
    Draw Pixel
    Draw Line
    Draw Rectangle
    Draw Ellipse
    Draw Arc
    Smile
    Sad Smile
    Background Color

    2D model tuning

    Defines walls. Used as a container, has no attributes. In addition to creating a of robots in TRIK Studio, you can do more flexible customization by editing an XML file: specify the location of objects, color, width, and other parameters more precisely.

    First, you need to an XML file for the virtual model.

    2D model coordinate system

    In the 2D model window the axes located as follows:

    Attention! One cell has dimensions of 17.5 × 17.5 centimeters or 50 × 50 pixels.

    An XML file creation

    To create an empty XML file you should use your OS' standard tools such as Notepad in Windows or whatever.

    To save the world model created in TRIK Studio:

    1. Switch to the 2D model mode.

    2. Go to the "Debug mode".

    3. Right-click on the scene and choose "Save world model..." in the context menu.

    4. Specify the location and file name to save.

    Editing an XML file

    Open a saved XML file in a text editor. Notepad++, for example.

    The XML file contains tags and attributes.

    Tags

    Tag is a markup language element. There is the start (opening) and end (closing) tags. The text contained between the start and end tags is displayed and placed according to the properties specified in the start tag.

    Example:

    Attributes

    Attributes are tag properties that provide additional text formatting capabilities. They are recorded as a combination of "attribute name-value". Text values are enclosed in quotation marks.

    In the above example, the attributes are:

    begin="200:-200" id="{a3ede76b-1d7e-4c72-9ed4-08d8ea9af4bf}" end="200:150"

    The simplest virtual world model without objects in .xml the format is as follows:

    Robots

    The following tags are available for describing robots:

    Tag

    Description

    Defines a robot on stage. Used as a container and must contain a element.

    Adds a robot to the scene. Can be used as a container.

    Defines sensors on a robot. Used as a container.

    Sensors ports configuration.

    Defines the starting position of the robot.

    <robots>...</robots>

    Defines a robot on stage. Used as a container, has no attributes.

    <robot>...</robot>

    Adds a robot to the scene. Can be used as a container.

    Attention! You can not add multiple robots to the scene.

    Attributes

    Attribute

    Description

    direction="0″

    The direction of the robot, which can be adjusted by clicking on the robot and pulling the arrow.

    position="x:y"

    The position of the robot, where x and y is the position of the upper left point of the square of the robot in the .

    id="trikKitRobot"

    Unique ID.

    Example:

    <sensors>...</sensors>

    Defines sensors on a robot. Used as a container, has no attributes.

    <sensor/>

    Sensors ports configuration.

    Attributes

    Attribute

    Description

    position="x:y"

    The position of the sensor, where x and y is the position of the center point of the square of the sensor in the .

    direction="0″

    The direction of the sensor, which can be adjusted by clicking on the sensor and pulling the arrow.

    port="A1###input######sensorA1"

    The port to which the sensor is connected.

    type="trik::robotModel::parts::TrikInfraredSensor"

    Type of connected sensor.

    There are 5 types of sensors for TRIK and 9 types of sensors for EV3:

    Sensor

    Description

    TrikSonarSensor

    Ultrasonic distance sensor

    TrikLineSensor

    Line sensor.

    TrikLightSensor

    Light sensor.

    TrikTouchSensor

    Touch sensor.

    TrikInfraredSensor

    Example:

    <startPosition/>

    Defines the starting position of the robot.

    Attributes

    Attribute

    Description

    id="{name}"

    Unique ID.

    direction="0″

    The direction of the robot, if you click on the "return" button. To adjust, click on the cross and pull the arrow.

    x="25″

    The x-axis position in the .

    y="25″

    The y-axis position in the .

    Example:

    <wheels/>

    Motor ports configuration.

    Attributes

    Attribute

    Description

    left="M4###output###М4###"

    The port to which the left engine is connected.

    right="M3###output###М3###"

    The port to which the right engine is connected.

    Example:

    Objects

    The following tags are available for describing objects:

    Tag

    Description

    walls

    Defines walls. Used as a container, has no attributes.

    skittles

    Defines skittles. Used as a container, has no attributes.

    balls

    Defines balls. Used as a container, has no attributes.

    colorFields

    Defines the elements that you can draw (line, Bezier curve, rectangle, ellipse, elements drawn with a stylus). Used as a container, has no attributes.

    images

    Specifies the inserted image. Used as a container, has no attributes.

    <wall>

    Adds a wall to the scene.

    Attributes

    Attribute

    Description

    id="{name}"

    Unique ID.

    begin="x:y"

    The beginning of the wall, where x and y is the position of the starting point in the .

    end="x:y"

    The end of the wall, where x and y is the position of the starting point in the .

    Example:

    <skittle>

    Adds a skittle to the scene.

    Attributes

    Attribute

    Description

    markerY="44″

    The position on which the skittle will stand along the Y-axis if you click on the "return" button.

    markerX="220″

    The position on which the skittle will stand along the X-axis if you click on the "return" button.

    id="{name}"

    Unique ID.

    y="44″

    Y-axis position.

    x="220″

    X-axis position.

    Example:

    <ball>

    Adds a ball to the scene.

    Attributes

    Attribute

    Description

    markerY="169″

    The position on which the ball will fall along the Y-axis if you click on the "return" button.

    markerX="-18″

    The position on which the ball will fall along the X-axis if you click on the "return" button.

    id="{name}"

    Unique ID.

    y="169″

    Y-axis position.

    x="-18″

    X-axis position.

    Example:

    <line>

    Adds a line to the scene.

    Attributes

    Attribute

    Description

    begin="x:y"

    The beginning of the line, where x and y is the position of the starting point in the .

    end="x:y"

    At end of the line, where x and y is the position of the starting point in the .

    id="{name}"

    Unique ID.

    stroke-width="6″

    Line width.

    fill="#ff000000″

    The line fills color.

    Example:

    <cubicBezier>

    Adds a Bezier curve.

    Attributes

    Attribute

    Description

    cp1="x:y"

    Marker defining the curve bend.

    cp2="x:y"

    Marker defining the curve bend.

    stroke-style="solid"

    Style of the Bezier curve. The styles of the Bezier curve are similar to the line styles.

    begin="x:y"

    The beginning of the Bezier curve, where x and y is the position of the starting point in the .

    end="x:y"

    The end of the Bezier curve, where x and y is the position of the starting point in the .

    Example:

    <rectangle>

    Adds a rectangle.

    Attributes

    Attribute

    Description

    stroke-style="solid"

    Style of the rectangle. The styles of the rectangle are similar to the line styles.

    begin="x:y"

    The beginning of the rectangle, where x and y is the position of the starting point in the .

    end="x:y"

    The end of the rectangle, where x and y is the position of the starting point in the .

    id="{name}"

    Unique ID.

    fill-style="none"

    Fill style. The default value is "none". The filled rectangle should be set to "solid".

    Example:

    <ellipse>

    Adds an ellipse.

    Attributes

    Attribute

    Description

    stroke-style="solid"

    Style of the ellipse. The styles of the rectangle are similar to the line styles.

    begin="x:y"

    The beginning of the ellipse, where x and y is the position of the starting point in the .

    end="x:y"

    The end of the ellipse, where x and y is the position of the starting point in the .

    id="{name}"

    Unique ID.

    fill-style="none"

    Fill style. The default value is "none". The filled ellipse should be set to "solid".

    Example:

    <stylus>

    Defines a stylus for drawing.

    Attributes

    Attribute

    Description

    stroke-style="solid"

    Style of the stylus. The styles of the stylus are similar to the line styles.

    id="{name}"

    Unique ID.

    fill-style="none"

    Fill style. In this case, this attribute does not make sense, because shapes drawn with a stylus are always homogeneous.

    stroke-width="6″

    Stilus width.

    fill="#ff000000″

    Stylus color.

    Example:

    <stylusLine>

    Allows you to draw arbitrary shapes using the stylus. This block of code consists of many segments.

    Attributes

    Attribute

    Description

    stroke-style="solid"

    Shape style. The styles of the shape are similar to the line styles.

    id="{name}"

    Unique ID.

    fill-style="none"

    Fill style. In this case, this attribute does not make sense, because shapes drawn with a stylus are always homogeneous.

    stroke-width="6″

    Stilus width.

    fill="#ff000000″

    Stylus color.

    Example:

    <region>

    Allows you to add regions to the scene. There are 2 types of regions:

    • rectangle

    • ellipse

    Attributes

    Attribute

    Description

    filled="true"

    Fill. The default value is true.

    type="rectangle"

    Region type.

    height="300″

    The height of the region (in the case of an ellipse, this is the height of the rectangle that describes the ellipse).

    width="300″

    The width of the region (in the case of an ellipse, this is the width of the rectangle that describes the ellipse).

    text="Finish"

    The text will be displayed in TRIK Studio.

    Example:

    2D model setup example

    The "Barcode" task

    You need to draw a barcode. The barcode consists of white and black lines of the same thickness. The black line specifies 1 in a binary number, and the white one 0. The first black line in the robot path is the first bit of the number.

    The barcode lines order: 1001011011.

    World creation

    In this task, the lines should be the same thickness and length. It’s very difficult to draw lines by hand using the Line or Stylus tool, so edit the lines manually:

    1. Draw 10 lines on the scene.

    2. Save the model of the world.

    3. Open the resulting XML file in any convenient editor. Pay attention to the code block with the<line...>tag.

    4. For convenience, name each line black1-black5 and white1-white5. You can do this in the "id" attribute. Name the lines in the order shown above.

    5. Specify the line thickness "50" in the stroke-widthattribute.

    6. Assign the color to each line: #ff000000 is black, #ffffffff is white. You can do this in the attribute fill. Assign colors so that you get a barcode.

    7. Set the position of each line in the beginand endattributes without gaps, so that you get a smooth barcode.

    The result

    virtual world
    create

    Play Sound

    Play the specified sound file on the controller.

    Motors Forward

    Turn on the motors at the specified ports with the specified power.

    Motors Backward

    Turn on the motors in reverse mode at the specified ports with the specified power.

    Stop Motors

    Turn off the motors at the specified ports.

    Clear Encoder

    Reset the motors revolutions count for the specified ports.

    Angular Servo

    Set the servos rotation angle on the specified ports to the specified position.

    Say

    Speak through the speaker the phrase passed as an argument.

    LED

    Set the specified controllers LED color.

    System Call

    The block has a logical parameter "Code". If it's True, the content of the "Command" parameter translates directly into the program code. Otherwise, an OS' CLI call will be pulled.

    Initialize Camera

    Turn on the video camera on the controller in one of the three modes.

    Stop Camera

    Turn off the camera.

    Detect by Camera

    Fixes the image in the center of the frame and initializes the line sensor or object sensor with it.

    Line Detector into Variable

    Places the current line sensor reading into the specified variable.

    Enable Video Streaming

    Starts a video broadcast on the robot.

    Disable Video Streaming

    Stops the video feed from the robot's camera.

    Send message

    Sends the message to the robot with the board number specified.

    Write to File

    Writes a given message to a file.

    Remove File

    Deletes a file.

    Calibrate Gyroscope

    Sets the gyroscope angle to zero at the current position.

    Wait for Touch Sensor

    Wait for the touch sensor to operate on the specified port.

    Wait for Light

    Wait until the value returned by the light sensor on the specified port is greater or less than the one specified in the "percents" parameter.

    Wait for Ultrasonic Distance

    Wait until the distance returned by the ultrasonic distance sensor is greater or less than the one specified in the "distance" parameter..

    Wait for Infrared Distance

    Wait until the distance returned by the infrared distance sensor is greater or less than the one specified in the "distance" parameter..

    Wait for Encoder

    Wait until the revolutions counter reading on the specified port is greater or less than the "Tacho limit" value.

    Wait for Button

    Wait until the specified button on the robot is pressed.

    Wait for Message

    Wait for the message in the mailbox. When the message is received, it will be assigned to the specified variable.

    Wait Gamepad Button

    Wait for the button to be pressed on the remote control connected to the robot.

    Wait Pad Press

    Wait for one of the two active areas of the RC to be pressed.

    Wait for Gamepad Wheel

    Wait for the desired tilt of the RC.

    Wait for Gamepad Disconnect

    Wait until the RC is disconnected from the robot. If the RC is not connected, the program will continue running.

    Wait for Gamepad Connect

    Wait for the RC to connect to the robot. If the RC is already connected, the program will continue running.

    Draw Line

    Draw a line segment on the screen. Segment ends are given as parameters to the block.

    Draw Rectangle

    Draw a rectangle on the screen. The coordinates of the upper left corner, the width, and the height of the rectangle are specified as parameters.

    Draw Ellipse

    Draw an ellipse inscribed in a given rectangle on the screen.

    Draw Arc

    Draw an arc on the screen, given the coordinates of the rectangle in which it will be inscribed, and the angles (in degrees) of its beginning and end on the circle. If the beginning and the end coincide, the circle will be drawn.

    Smile

    Draw a smiley face on the screen.

    Sad Smile

    Draw a sad smiley face on the screen.

    Background Color

    Set the screen background color.

    Print Text

    Print the specified string at the specified location on the robot's screen. The default value of the "Text" property is interpreted as a pure string, so it will be displayed that way.

    Clear Screen

    Erase everything that is drawn on the screen.

    Send Message To Thread
    Get Button Code
    Play Tone
    Receive Message From Thread
    User input
    Wait for Gyroscope
    Painter Color
    Painter Width
    Draw Pixel
    <wheels left="M4###output###М4###" right="M3###output###М3###"/>
    <wheels left="B###output###В###" right="C###output###С###"/>
    <walls> <!-- start (opening) tag -->
         <wall begin="200:-200" id="{a3ede76b-1d7e-4c72-9ed4-08d8ea9af4bf}" end="200:150"/>
    </walls> <!-- end (closing) tag -->
    The simplest virtual model
    <?xml version='1.0' encoding='utf-8'?>
    <root>
        <world>
            <background/>
            <walls/>
            <skittles/>
            <balls/>
            <colorFields/>
            <images/>
            <regions/>
        </world>
        <robots>
            <robot direction="0" id="trikKitRobot" position="0:0">
                <sensors/>
                <startPosition direction="0" id="{name}" y="25" x="25"/>
                <wheels left="M4###output###М4###" right="M3###output###М3###"/>
            </robot>
        </robots>
    </root>
    <robots>
         <robot id="trikKitRobot" position="0:0" direction="0">
    </robots>
    <robot id="trikKitRobot" position="0:0" direction="0">
    <sensors>
         <sensor type="kitBase::robotModel::robotParts::Motor" direction="0" port="M4###output###JM4$$$D$$$4###" position="75:25"/>
    </sensors>
    <sensor position="75:25" direction="0" port="A1###input###А1###sensorA1"
    type="trik::robotModel::parts::TrikInfraredSensor"/>
    <startPosition id="{7a326d25-82f4-4eb4-9b42-1e75576f35a4}" direction="0" x="25" y="25"/>
    <wall id="{wall1}" begin="50:-50" end="250:-50"/>
    <skittle rotation="0" id="{skittle1}" markerY="44" startRotation="0" x="220" y="44"
    markerX="220"/>
    <ball rotation="0" id="{ball1}" markerY="169" startRotation="0" x="-18" y="169" markerX="-18"/> 
    <line stroke-width="6" fill-style="none" end="250:-50" id="{line1}" stroke-style="solid"
    fill="#ff000000" stroke="#ff000000" begin="50:-50"/>
    <cubicBezier id="{cubicBezier1}" fill-style="none" stroke-width="6" end="-106.577:134.894"
    begin="-112.95:-192.25" fill="#ff000000" cp1="-142.95:-192.25" cp2="17.0502:-192.25"
    stroke="#ff000000" stroke-style="solid"/>
    <rectangle stroke-width="6" fill-style="none" end="344:511" id="{rectengle1}" 
    stroke-style="solid" fill="#ff000000" stroke="#ff000000" begin="285:229"/>
    <ellipse stroke-width="6" fill-style="none" end="-178:300" id="{ellipse1}" 
    stroke-style="solid" fill="#ff000000" stroke="#ff000000" begin="-260:7"/>
    <stylus stroke-width="6" fill-style="none" id="{stylus_name}" stroke-style="solid" 
    fill="#ff000000" stroke="#ff000000">
    <stylusLine stroke-width="6" fill-style="none" end="-334:259" id="{name1}" stroke-style="solid"
    fill="#ff000000" stroke="#ff000000" begin="-334:260"/>
    <stylusLine stroke-width="6" fill-style="none" end="-333:258" id="{name2}" stroke-style="solid"
    fill="#ff000000" stroke="#ff000000" begin="-334:259"/>
    <stylusLine stroke-width="6" fill-style="none" end="-333:254" id="{name3}" stroke-style="solid"
    fill="#ff000000" stroke="#ff000000" begin="-333:258"/>
    <regions>
                <region filled="true" type="rectangle" height="300" width="300" textX="0" 
    text="Finish" textY="0" x="1300" y="-200" visible="true" id="Start" color="#ff0000"/>
    </regions>

    ColorSensorFull

    Color sensor (detection).

    ColorSensorBlue

    Color sensor (blue).

    ColorSensorRed

    Color sensor (red).

    ColorSensorPassive

    Color sensor (passive).

    wheels

    Motor ports configuration.

    Infrared distance sensor.

    Sensor

    Description

    RangeSensor

    Range sensor.

    TouchSensor

    Touch sensor.

    Ev3Gyroscope

    Gyroscope.

    LightSensor

    Light sensor.

    ColorSensorGreen

    Color sensor (green).

    regions

    Defines regions. Used as a container, has no attributes.

    wall

    Adds a wall.

    skittle

    Adds a skittle.

    ball

    Adds a ball.

    line

    Adds a ball.

    cubicBezier

    Adds a Bezier curve.

    rectangle

    Adds a rectangle.

    ellipse

    Adds an ellipse.

    stylus

    Detects the stylus on the scene. Used as a container.

    stylusLine

    Allows you to draw arbitrary shapes using the stylus.

    region

    Allows you to add regions to the scene.

    fill-style="none"

    Fill style. In this case, this attribute does not make sense, because the line is always smooth.

    stroke-style="solid"

    Line style. There are 5 styles:

    • solid — solid;

    • dot — dotted line;

    • dash — dash line;

    • dashdot — dash-dot;

    • dashdotdot — dash-dot line with two points.

    stroke="#ff000000″

    Line color.

    id="{name}"

    Unique ID.

    fill-style="none"

    Fill style. In this case, this attribute does not make sense, because the line is always smooth.

    stroke-width="6″

    The width of the Bezier curve.

    stroke="#ff000000″

    Bezier curve fills color.

    fill="#ff000000″

    Bezier curve color.

    fill="#ff000000″

    Border color.

    stroke-width="6"

    Border width.

    stroke="#ff000000″

    Fill color.

    stroke-width="6″

    Border width.

    fill="#ff000000″

    Border color.

    stroke="#ff000000″

    Fill color.

    stroke="#ff000000″

    Fill color.

    stroke="#ff000000″

    Fill color.

    textX="0″

    The position is of the text relative to the lower-left corner along the X-axis.

    textY="0″

    The position is of the text relative to the lower-left corner along the Y-axis.

    x="1300″

    The position of the beginning of the region (upper left corner) along the X-axis (in the case of an ellipse, this is the coordinate along the X-axis of the upper left corner of the rectangle describing the ellipse).

    y="-200″

    The position of the beginning of the region (upper left corner) along the Y-axis (in the case of an ellipse, this is the coordinate along the Y-axis of the upper left corner of the rectangle describing the ellipse).

    visible="false"

    Visibility in TRIK Studio.

    id="finish"

    Unique ID.

    color="#ff0000″

    Fill and borders color.

    robots
    robot
    robot
    sensors
    sensor
    startPosition
    coordinate system
    coordinate system
    coordinate system
    coordinate system
    coordinate system
    coordinate system
    coordinate system
    coordinate system
    coordinate system
    coordinate system
    coordinate system
    coordinate system
    coordinate system
    coordinate system

    Adding restrictions to the 2D Model

    • Constraint description structure

    • Conditions

    • Atomic conditions

    It is possible to add restrictions by to prepare for students.

    There are three types of restrictions:

    1. Time restrictions. For example, a time limit to complete a task or a specific action in a specific time frame.

    2. Spatial. For example, adding regions ("Start", "Finish") or prohibiting/forcing a robot, its sensor, or some moving object to be at a certain time in a certain place.

    3. Device restrictions. For example, a limitation on the set of sensors or on the behavior of devices.

    Constraint description structure

    The main tagwhich contains all the restrictions is used to describe them. Used as a container. Restrictions are described inside the tag, each inner tag must be one of four:

    <constraints>...</constraints>

    The main tag containing all restrictions. Used as a container.

    <timelimit/>

    Time limit. Mandatory.

    Attributes

    Syntax:

    <constraint>...</constraint>

    A constraint with an arbitrary condition. If the condition is violated a specified error message will be displayed. Can be used as a container. Has one child tag: <conditions>...</conditions>.

    Attributes

    Syntax:

    <event>...</event>

    The main tool for setting dynamic constraints. Used as a container.

    An event is just a pair (, ).

    Attributes

    Syntax:

    <init>...</init>

    Unconditional event executing before the program starts.

    Example:

    Conditions

    Now lets talk about the conditions in the and elements. Conditions are set using the tag if only one of the is tested, or the tag if a compound condition is tested.

    <condition>...</condition>

    The condition being checked is described inside this tag.

    Example:

    <conditions>...</conditions>

    Used to create compound conditions. The logical bond is the mandatory attribute. The bond may be and or or. Negation is specified by the <not> tag without attributes. Other <conditions> elements may also appear among subexpressions.

    Attributes:

    Syntax:

    Atomic conditions

    Atomic condition is one of the following elements:

    <equals>...</equals>

    Equals. The functional symbols value comparison operation. Can be used as a container.

    Syntax:

    <notEqual>...</notEqual>

    Not equal. The functional symbols value comparison operation. Can be used as a container.

    Syntax:

    <greater>...</greater>

    Greater. The functional symbols value comparison operation. Can be used as a container.

    Syntax:

    <less>...</less>

    Less. The functional symbols value comparison operation. Can be used as a container.

    Syntax:

    <inside/>

    Sets spatial constraints.

    Attributes

    Syntax:

    <settedUp/> and <dropped/>

    Checks whether the event set up or not.

    Attributes

    Syntax:

    Example:

    The "check event" event conditions check that the other "Try move" event is set up and the "Go back" event is dropped. If both of them return "true" after the check the program successfully ends.

    <timer/>

    A predicate that starts to return "true" when the specified time has passed since the moment when this event was set, and up to that moment it returns "false".

    Attributes

    Syntax:

    Example

    Let's look at using <timer/> with different forceDropOnTimeout attribute values.

    The "check region" event checks time and spatial limits. The first condition (timer) becomes true after 1000ms. Its value doesn't change after that. The second one (inside) checks that the robot is inside the "start_zone" region. When both conditions will be met simultaneously the program will end successfully.

    1. Since the forceDropOnTimeout attribute is "false", the event will be still set up after a specified timeframe and wait for the second condition to be met.

    2. Since the forceDropOnTimeout attribute is "true", the event will be dropped after the specified timeframe despite the presence of a second condition. Therefore, if the robot is not in the required region right after 1000 ms, then the success message will not be displayed even if the robot will be there after some time.

    Variable types and arithmetic operations

    <int/>, <double/>, <string>, <bool/>

    Setting a constant.

    Attributes

    Syntax:

    <variableValue/>

    Variable value.

    It is possible to take the property of any variable using a dot. For example, "rect.width" will return the width of the rectangle stored in "rect".

    Attributes

    Syntax:

    <objectState/>

    Get the object state.

    Attributes

    Syntax:

    Example

    <typeOf/>

    Get the objects with specified ID meta-type. For example, the type of the wall object with id=777 will be wall.

    Most often, this element will be needed to check the type of connected sensors and motors.

    Attributes

    Syntax:

    <minus>..</minus>, <abs>...</abs>

    Unary arithmetic operations for changing the sign and taking the modulus of a number.

    Syntax:

    Example:

    <sum>, <difference>, <min>, <max>

    Sum and difference of values. Minimum and maximum value.

    Example:

    Triggers

    <trigger>...</trigger>

    An action or a group of actions that will be performed one or many times after the event condition is met.

    Syntax:

    <fail/>

    Display an error message. Finish checking the task.

    Attributes

    Syntax:

    <success/>

    The task is successfully done.

    Attributes

    Syntax:

    <setter>...</setter>

    Set the variable value.

    Attributes

    Example:

    <setUp/>, <drop/>

    Setting up or dropping an event.

    Attributes

    Example:

    Sensor names

    TRIK Robot Sensors

    Lego EV3 Robot sensors

    Additional robot properties

    Working with the controller display

    Example

    Checking that the word “message” was displayed on the controller screen. The case is important.

    Restrictions example

    You need to start in the blue square then drive along the wall to the red one using the IR distance sensor.

    Binary arithmetic functions that have exactly two child elements, each of them must be an integer.

    Color sensor (blue)

    twoDModel::robotModel::parts::ColorSensorPassive

    Color sensor (passive)

    twoDModel::robotModel::parts::ColorSensorFull

    Color sensor EVX/NXT (color)

    twoDModel::robotModel::parts::ColorSensorAmbient

    Color sensor EV3 (ambient)

    ev3::robotModel::twoD::parts::GyroscopeSensor

    Gyroscope

    ev3::robotModel::twoD::parts::GyroscopeSensor

    Compass

    Tag

    Description

    timelimit

    Time limit.

    constraint

    A constraint with an arbitrary condition in violation of which a specified error will be generated.

    event

    The main tool for setting dynamic constraints. Used as a container.

    init

    An unconditional event that runs before the program starts executing.

    Attribute

    Description

    value="value"

    Timeout in milliseconds after which the execution will be terminated and the "Time limit exceeded" error will be displayed.

    Attribute

    Description

    checkOnce="true"

    Boolean attribute. If the value is true, then the restriction will be checked once at program startup. Is useful for one-time checks such as sensor layout etc.

    failMessage="Error!"

    An error message will be displayed when a restriction is violated.

    Attribute

    Description

    settedUpInitially="true"

    An attribute that allows you to indicate whether the event is set up at the start of the program. The event can be set up or dropped. In the setup state, the event pulls its trigger if its condition is met, otherwise it's just ignored by the system.

    The default value is false.

    id="finish checker"

    Events unique ID. The event can be referred by id from others. Optional.

    dropsOnFire = "true"

    A boolean attribute that indicates whether the event should continue to be set up after it is triggered or not. Optional. The default value is true.

    Attribute

    Description

    glue="and"

    Logical bond.

    Tag

    Description

    equals, notEqual, greater, less

    Value comparison operations.

    inside

    Sets spatial constraints.

    settedUp and dropped

    Checks whether an event is set up or not.

    timer

    Sets the time in ms after which the specified condition is considered true.

    Attribute

    Description

    objectId="id"

    Object ID.

    regionId="id"

    Region ID.

    Attribute

    Description

    id="event1"

    The ID of the event is checked

    Attribute

    Description

    timeout="1000"

    The time interval after which this predicate will become true. Mandatory. The value must be a non-negative integer.

    forceDropOnTimeout="true"

    A Boolean attribute that allows you to drop the event that has this timer in a condition.

    If set to true, the event will be dropped even if there are other active timers and unmet conditions. Optional. The default value is true.

    Variable or operation

    Description

    int, double, string, bool

    Integer, fractional, string, and boolean constants.

    variableValue

    Variable value.

    objectState

    Get the object state.

    typeOf

    Get the meta-type of the object with the specified identifier.

    minus, abs

    Unary arithmetic functions that have exactly one child, which must be an integer value.

    Attribute

    Description

    value="0″

    Constant value.

    Attribute

    Description

    name="my_value"

    Variable name

    Attribute

    Description

    object="robot1.display.labels.size"

    Object ID

    Attribute

    Description

    objectId="id"

    Objects unique ID.

    Tag

    Description

    trigger

    An action or a group of actions that will be performed one or many times after the event condition is met.

    fail

    Display an error message. Finish checking the task.

    success

    Display success message, finish the check.

    setter

    Set the variable value.

    setUp, drop

    Setting or dropping the event.

    Attribute

    Description

    message="Wrong answer!"

    Error message text

    Attribute

    Description

    deffered="false"

    Optional. The default value is "false". If set to "true" the trigger won't stop the program, I. e. the checker will wait until the program finishes and either reports the success if there were no errors, or otherwise, it will finish with an error. In other words, you won't get the error "The program has finished, but the task is not completed": the program will either terminate successfully or with a meaningful error like "Time limit exceeded".

    Attribute

    Description

    name="my_value"

    Variable name

    Attribute

    Description

    id="finish checker"

    The ID of the event.

    Name

    Description

    twoDModel::robotModel::parts::RangeSensor

    Distance sensor

    trik::robotModel::twoD::parts::TwoDLightSensor

    Light sensor

    twoDModel::robotModel::parts::TouchSensor

    Touch sensor

    trik::robotModel::twoD::parts::LineSensor

    Line sensor

    Name

    Description

    twoDModel::robotModel::parts::RangeSensor

    Distance sensor

    twoDModel::robotModel::parts::LightSensor

    Light sensor

    twoDModel::robotModel::parts::TouchSensor

    Touch sensor

    twoDModel::robotModel::parts::ColorSensorRed

    Color sensor (red)

    twoDModel::robotModel::parts::ColorSensorGreen

    Color sensor (green)

    Property

    Description

    robot1.rotation

    A current robot's rotation angle

    robot1.x and robot1.y

    Robots coordinate

    robot1.led.color

    LED color

    robot1.marker.isDown

    Checks if the robot has a marker and it draws a line on the field. Returns "true" or "false".

    robot1.shell.lastPhrase

    Get the last robots phrase.

    Property

    Description

    robot1.display.sadSmiles

    Checks if there is a sad smile on the controller display. Returns "true" or "false".

    robot1.display.smiles

    Checks if there is a happy smile on the controller display. Returns "true" or "false".

    robot1.display.labels.first.text

    Message (label) text that was displayed first.

    robot1.display.labels.last.text

    Message (label) text that was displayed last.

    robot1.display.labels.size

    Get the displayed label number.

    Variable types and arithmetic operations
    Triggers
    Sensor names
    Additional robot properties
    Working with the controller screen
    Restrictions example
    editing an XML file
    exercises
    <constraints>...</constraints>
    condition
    trigger
    <constraint>
    <event>
    <condition>
    atomic conditions
    <conditions>

    twoDModel::robotModel::parts::ColorSensorBlue

    <constraints>
         <!-- Time limit -->
         <timelimit value="30000"/>
         
         <!-- Conditional constraint. An error message will be shown at violation. -->
         <constraint checkOnce="true" failMessage="The robot must be at start before run!">
              <inside objectId="robot1" regionId="start_zone"/>
         </constraint>
         
         <!-- Initializing variable x with value 2 -->
         <init>
              <setter name="x">
                   <int value="2"/>
              </setter>
          </init>
    
    </constraints>
    <timelimit value="35000"/>
    <constraint checkOnce="true" failMessage="The robot must be at start before run!">
    <!-- Checks if the IR distance sensor is connected to the A1 port -->
    <constraint checkOnce="true" failMessage="The IR distance sensor must be connected to the robots A1 port!">
        <equals>
            <typeOf objectId="robot1.A1"/>
            <string value="twoDModel::robotModel::parts::RangeSensor"/>
        </equals>
    </constraint>
    <!-- Checks if the robot is inside the specified region for the entire program execution time-->
    <constraint failMessage="The robot has left the allowed zone!">
        <inside objectId="robot1" regionId="warzone"/>
    </constraint>
    <event id="finish checker" settedUpInitially="false">
    	<condition>
    		<inside objectId="robot1" regionId="finish"/>
    	</condition>
    	<trigger>
    		<success/>
    	</trigger>
    </event>
    <!-- Setting the "my_value" variable to the value of two-->
    <init>
        <setter name="my_value">
            <int value="2"/>
        </setter>
    </init>
    <condition>
        <!-- The condition of equality of two values is described inside the tag -->
        <equals>
            <objectState object="robot1.display.smiles"/>
            <bool value="true"/>
        </equals>
    </condition>
    <conditions glue="and">
       <!-- Condition1 -->
       <!-- Condition2 -->
       <!--    ...   -->
       <!-- ConditionN -->
    </conditions>
    
    <conditions glue="and">
       <not>
          <!-- Condition1 -->
       </not>
    </conditions>
    
    <conditions glue="and">
       <timer timeout="1000" forceDropOnTimeout="true"/>
       <conditions glue="or">
          <greater>
             <objectState object="robot1.display.labels.size"/>
             <int value="20"/>
          </greater>
          <less>
             <objectState object="robot1.display.labels.size"/>
             <int value="19"/>
           </less>    
        </conditions>
    </conditions>
    <equals>
    	<objectState object="robot1.display.labels.first.text"/>
    	<string value="finish"/>
    </equals>
    <notEqual>
    	<objectState object="robot1.display.labels.first.text"/>
    	<string value="finish"/>
    </notEqual>
    <greater>
    	<objectState object="robot1.display.labels.size"/>
    	<int value="0"/>
    </greater>
    <less>
        <objectState object="robot1.display.labels.size"/>
        <int value="10"/>
    </less>
    <!-- Limits the location of the "robot1" robot to the "start" zone -->
    <inside objectId="robot1" regionId="start"/>
    <!-- The "event1" event is set up condition -->
    <condition>
        <settedUp id="event1"/>
    </condition>
    
    <!-- The "event2" event is dropped condition -->
    <condition>
        <dropped id="event2"/>
    </condition>
    <event id="check event" settedUpInitially="true">
        <conditions glue="and">
            <settedUp id="Try move"/>
            <dropped id="Go back"/>
        </conditions>
        <trigger>
            <success/>
        </trigger>
    </event>
    <timer timeout="1000" forceDropOnTimeout="false"/>
    <event id="check region" settedUpInitially="true">
        <conditions glue="and">
            <timer timeout="1000" forceDropOnTimeout="false"/>
            <inside objectId="robot1" regionId="start_zone"/>
        </conditions>
        <trigger>
            <success/>
        </trigger>
    </event>
    <event id="check region" settedUpInitially="true">
        <conditions glue="and">
            <timer timeout="1000" forceDropOnTimeout="true"/>
            <inside objectId="robot1" regionId="start_zone"/>
        </conditions>
        <trigger>
            <success/>
        </trigger>
    </event>
    <int value="0"/>
    
    <string value="finish"/>
    <variableValue name="rotation"/>
    <objectState object="robot1.display.labels.first.text"/>
    <!-- Assign to the "rotation" variable the robots rotation angle -->
    <setter name="rotation">
         <objectState object="robot1.rotation"/>
     </setter>
    <!-- Checking if the "rotation" value equals to the robots rotation angle -->
    <equals>
       <variableValue name="rotation"/>
       <objectState object="robot1.rotation"/>
    </equals>
    <typeOf objectId="robot1.A3"/>
    <minus>
        <objectState object="robot1.rotation"/>
    </minus>
    
    <abs>
        <objectState object="robot1.rotation"/>
    </abs>
    <!-- Modulus of the difference of the "rotation" variable and the robots rotation angle -->
    <abs>
        <difference>
            <variableValue name="rotation"/>
            <objectState object="robot1.rotation"/>
        </difference>
    </abs>
    <!-- The difference of the "rotation" variable and the robots rotation angle -->
    <difference>
           <variableValue name="rotation"/>
           <objectState object="robot1.rotation"/>
    </difference>
    
    <!-- The sum of the "counter" variable and one -->
    <sum>
           <variableValue name="counter"/>
           <int value="1"/>
    </sum>
    <trigger>
    	<success/>
    </trigger>
    <fail message="Wrong answer!"/>
    <success/>
    <!-- Creating the "total_score" variable with the value of zero -->
    <setter name="total_score">
           <int value="0"/>
     </setter>
    
    <!-- Addind 2 to the "total_score" -->
    <setter name="total_score">
           <sum>
                  <variableValue name="total_score"/>
                  <int value="2"/>
           </sum>
    </setter>
    <!-- Set up the "finish checker" event -->
    <triggers>
    				<setUp id="finish checker"/>
    </triggers>
    <equals>
            <objectState object="robot1.display.labels.first.text"/>
            <string value="message"/>
    </equals>
    <?xml version="1.0" encoding="UTF-8"?>
    <root>
       <world>
          <background />
          <walls>
             <!-- The wall-->
             <wall id="{wall1}" end="300:150" begin="0:100" />
             <wall id="{wall2}" end="550:100" begin="300:150" />
             <wall id="{wall3}" end="650:200" begin="550:100" />
             <wall id="{wall4}" end="850:300" begin="650:200" />
             <wall id="{wall5}" end="1200:300" begin="850:300" />
             <wall id="{wall6}" end="1600:50" begin="1200:300" />
          </walls>
          <skittles />
          <balls />
          <colorFields />
          <images />
          <regions>
             <!-- Regions-->
             <region visible="true" id="finish" x="1300" color="#ff0000" text="Finish" type="rectangle" width="300" textX="0" textY="0" y="-200" filled="true" height="300" />
             <region visible="true" id="start_zone" x="-50" color="#0000ff" text="Start" type="rectangle" width="150" textX="0" textY="0" y="100" filled="true" height="-150" />
             <region visible="false" id="warzone_1" x="-50" color="#ffff00" text="warzone1" type="rectangle" width="650" textX="0" textY="0" y="-50" filled="true" height="200" />
             <region visible="false" id="warzone_2" x="600" color="#ffff00" text="warzone2" type="rectangle" width="250" textX="0" textY="0" y="0" filled="true" height="250" />
             <region visible="false" id="warzone_3" x="850" color="#ffff00" text="warzone3" type="rectangle" width="750" textX="0" textY="0" y="50" filled="true" height="250" />
          </regions>
       </world>
       <robots>
          <!-- Robot description -->
          <robot id="trikKitRobot" position="0:0" direction="0">
             <sensors>
                <sensor port="A1###input###А1###sensorA1" position="75:25" type="trik::robotModel::parts::TrikInfraredSensor" direction="45" />
                <sensor port="M3###output###JM3$$$C$$$3###" position="75:25" type="kitBase::robotModel::robotParts::Motor" direction="0" />
                <sensor port="M4###output###JM4$$$D$$$4###" position="75:25" type="kitBase::robotModel::robotParts::Motor" direction="0" />
             </sensors>
             <startPosition id="{ee2c46c1-23fc-4cda-98f4-77d9de775305}" x="25" y="25" direction="0" />
             <wheels left="M3###output###М3###" right="M4###output###М4###" />
          </robot>
       </robots>
       <constraints>
          <!-- Time limit (30 seconds) -->
          <timelimit value="30000" />
          <!-- Spatial restriction of the start region. Checks once at the program start -->
          <constraint checkOnce="true" failMessage="The robot must be inside the blue square at the start!">
             <inside regionId="start_zone" objectId="robot1" />
          </constraint>
          <!-- Sensors type and presence restriction -->
          <constraint checkOnce="true" failMessage="Only the IR distance sensor must be connected to the A1 port">
             <conditions glue="and">
                <equals>
                   <typeOf objectId="robot1.A1" />
                   <string value="trik::twoDModel::robotModel::parts::RangeSensor" />
                </equals>
                <equals>
                   <typeOf objectId="robot1.A2" />
                   <string value="undefined" />
                </equals>
                <equals>
                   <typeOf objectId="robot1.A3" />
                   <string value="undefined" />
                </equals>
                <equals>
                   <typeOf objectId="robot1.A4" />
                   <string value="undefined" />
                </equals>
                <equals>
                   <typeOf objectId="robot1.A5" />
                   <string value="undefined" />
                </equals>
                <equals>
                   <typeOf objectId="robot1.A6" />
                   <string value="undefined" />
                </equals>
                <equals>
                   <typeOf objectId="robot1.D1" />
                   <string value="undefined" />
                </equals>
                <equals>
                   <typeOf objectId="robot1.D2" />
                   <string value="undefined" />
                </equals>
             </conditions>
          </constraint>
          <!-- Robot ride control -->
          <constraint failMessage="The robot tried to move out of the permitted area!">
             <conditions glue="or">
                <inside regionId="warzone_1" objectId="robot1" />
                <inside regionId="warzone_2" objectId="robot1" />
                <inside regionId="warzone_3" objectId="robot1" />
             </conditions>
          </constraint>
          <!-- An event that checks if the robot has entered the finish area -->
          <event settedUpInitially="true">
             <condition>
                <timer timeout="100" forceDropOnTimeout="true" />
             </condition>
             <trigger>
                <setUp id="finish checker" />
             </trigger>
          </event>
          <!-- Event reporting the successful finish -->
          <event id="finish checker" settedUpInitially="false">
             <condition>
                <inside regionId="finish" objectId="robot1" />
             </condition>
             <trigger>
                <success />
             </trigger>
          </event>
       </constraints>
    </root>
    
    sum, difference, min, max

    Restrictions setting examples

    This article is automatically translated from Russian by Google Translator.

    Setting constraints is a unique feature of TRIK Studio designed for an automated check of tasks. This tool has many uses:

    • self-examination of homework by students,

    • accelerating the process of checking tasks by the teacher,

    • online competitions with automatic checking of the participants' solutions.

    The TRIK Studio constraint language is a very powerful tool that allows you to check almost all aspects of program execution and robot behavior and may seem complicated at first glance. However, don't be upset - in this article we will walk you through the process of creating constrained tasks, ranging from simple constraints that cover most of the tasks to complex constraints, which can be useful for enthusiasts.

    Restricting the program execution time and the "Start" and "Finish" zones

    For those who are just starting to get acquainted with the TRIK Studio constraint language, we suggest starting with simple restrictions on the program run time, the "Start" and "Finish" zones. This is more than enough for most robotic tasks.

    1. Define the following conditions and parameters for the task and the world model.

    • Optimal program execution time. If the program exceeds the timelimit, the checking system will generate an error "The program ran too long".

    • Start zone. The zone from which the robot must start executing the program, otherwise the checking system will generate an error.

    • Finish zone. The zone where the robot must arrive at the end of the program, otherwise the checking system will generate an error.

    2. Edit the value of the <regions> tag in the world XML file to add the Start and Finish zones. By changing the x, y, width and height values, you can edit the location and size of the zones. To check the position of a zone, load the file into the virtual world model and check the location of the zones. After that, if necessary, you can make the "Start" and "Finish" zones invisible by setting the attribute visible="false".

    3. Copy the <constraints> block template below into the XML file of the world for which you want constraints.

    4. Fill in the <timelimit value="300000"> tag. Specify what you think is the best execution time for the program. Note that the time is in milliseconds, i.e., 300000ms = 5 minutes, 120,000ms = 2 minutes, etc.

    5. The constraint task is ready! Now you know how to check the start and end positions of the robot and the execution time of the program.

    Examples analysis

    Now let's break down the application of this technique to different tasks and consider options for more detailed checks.

    Example 1. Drive from the "Start" zone to the "Finish" zone with a restriction of the movement zone

    The task of passing the labyrinth. Having started in the blue square, it is necessary to pass to the finish area. In order to check that the user actually passes the labyrinth and not bypasses it, a spatial constraint is set.

    Below is the complete code to test this task.

    Let's take a closer look at how the check takes place.

    1. Set a time limit for passing the task. This limit is mandatory. The time is specified in milliseconds.

    2. Set a constraint on the area where the robot should be before starting the program. According to the condition of the problem, it should be a blue square - the start area. This restriction will be checked once, at the beginning of the program, since the attribute checkOnce is true.

    With the tag we set the spatial constraint. It has two attributes. In the first (objectId) we specify the id of the object whose location we want to check, in our case, it is a robot. In the second (regionId) we specify the id of the region in which our object should be located.

    If the condition described in <inside> is not met, the program will be terminated with an error. For this, the tag has an attribute failMessage, which allows you to specify the text of the error message.

    3. In order to verify that the user actually goes through the maze and not bypasses it, let's set another spatial constraint.

    Let's edit the <regions> tag in the XML file of the world by adding the region with id = "warzone".

    This constraint will be checked at all times of program execution. In the tag we will specify the object id and the region id, in our case, it is the robot and the black rectangle limiting the maze.

    If the robot is outside the specified region at any time, the program will terminate with an error, the text of which is specified in the failMessage attribute.

    4. Now we have to check that the robot reaches the finish area.

    To do this, let's create an event that will check if the robot is in the right zone or not. The attribute settedUpInitially="true" means that the event will be started (fired) immediately when the program starts.

    In the tag we specify which condition to check. In our case the condition is the same as described above - we are checking that the robot is in the region with id = "finish". If that condition is true, then the user will see a message saying that the program was executed successfully. To do that, we write a child tag in the tag.

    Example 2. Drive from the "Start" zone to the "Finish" zone with a stop

    The task is to pass forward and stop in the finish area.

    This task is slightly different from Example 1 in that another condition is added for successful completion of the program - the robot must not only be in the finish area, but also stop.

    Below is the complete code to test this task.

    Now let's take a closer look at how the check takes place.

    1. Let's set a time limit for passing the task.

    2. Let's set a constraint on the initial position of the robot. It will be checked once at the beginning of the program.

    3. Set a restriction on the area that the robot cannot leave.

    4. Now create an event that verifies that the robot is in the finish zone and that it has stopped in the finish zone and has not moved on.

    The zone limit is set with the tag. In order to check that the robot has stopped, we need to check that the power on both motors is zero. To do this we use the tag. With the tag we define the object whose value we want to compare. In our case this is the power of the motors, so we will write robot1.M3.power or robot1.M4.power in the attribute object, where M3 and M4 are the ports to which the motors are connected in the current configuration. And the value to be compared we write using thetag and its value attribute.

    Thus, this event checks three conditions: the robot is in the finish area, the power on motor M3 is zero and the power on motor M4 is also zero. If these conditions are met the user will be shown a message about the successful execution of the program.

    Example 3. Drive from the "Start" zone to the "Finish" zone along the wall with the sensors checking

    Having started in the blue square, you must drive along the wall with the IR distance sensor to the red square.

    Below is the complete code for checking this task.

    Now let's take a closer look at how the check takes place.

    1. Let's set a time limit for the task.

    2. According to the problem condition, the robot must have only the distance sensor connected (there must be no other sensors). To be sure of this, let's compare the value of the object on port A1 with the value of the distance sensor. For more information about the names of the sensors for different constructors, see the .

    3. Let's check that no sensors are connected to the other ports. To do this, compare the value on each port with the "undefined" string.

    4. Let's set a constraint on the initial position of the robot. It will be checked once at the beginning of the program because the checkOnce flag is set.

    5. Let's set a restriction on the zone that the robot can't leave. In the previous examples, we considered a situation where the robot needed to stay in one zone. In this case, the allowed zone consists of several rectangles, so we need to check that the robot is in one of those zones. To do that we use the <conditions></conditions> tag with the glue = "or" attribute.

    6. Finally, let's create an event that will notify you if the robot is in the finish area.

    Example 4. Counting intersections and displaying the result

    Linear traffic with intersection counting: when entering an intersection, the robot should display the number of this intersection on the screen.

    Below is the complete code for checking this task.

    Let's take a look at how verification works.

    1. After each intersection, set the zones where it will be checked that the correct intersection number is displayed. To do this, edit the value of the tag in the XML file of the world, adding there the necessary number of zones to check. By changing the values of x, y, width and height, you can edit the location and size of the zones. To check the position of a zone, load the file into the virtual world model and check the location of the zones. After that, if necessary, you can make zones invisible by setting the attribute visible="false".

    2. After that, in the block set the constraint check. First we will specify the limit on the execution time of the task.

    3. Let's set a constraint on the initial position of the robot.

    4. In each zone after the intersection, we will check that the correct number is displayed. To do this, specify the id of the desired region in the tag and check that the last displayed message (robot1.display.labels.last.text) equals the number of the passed intersection. After that, we will call the same events for the rest of the zones.

    5. We will display an error message if the wrong number is displayed. To do this, compare the message that was displayed with the expected correct value. If the messages don't match, the user will get the specified error message and the program will stop executing.

    6. Set the event that will display a message about the successful execution of the program, if all the specified intersections are passed correctly.

    Example 5. Kegelring

    The robot must push all pins outside the circle.

    Below is the complete code for checking this task.

    Now let's look in more detail at how the check takes place.

    1. Let's edit the XML file of the world by adding a circle zone to the tag.

    2. Let's set a time limit for the task.

    3. Let's set a constraint on the initial position of the robot.

    4. Set an event that checks that all pins are outside the circle, and then displays a message that the program has been successfully executed.

    Example 6. Checking robot behavior

    In the start position the robot must be in the start area at a distance from the wall and a touch sensor must be connected to port A1. A successful pass is when the robot approaches the wall, touches it with the touch sensor, moves away from it, and so on 5 times.

    The idea of the checking program is that at any given time either the event waiting for the robot to drive up to the wall or that it has gone back is triggered. Both of these events arm each other. When the robot returns to its original position, the iteration counter is incremented. There is an extra event that checks the counter value. It will display a message about the successful execution of the program when the value is five.

    Below is the complete code for checking this task.

    Now let's take a closer look at how the check takes place.

    1. Let's set a time limit for the task.

    2. According to the problem condition, the robot must have only the touch sensor connected (there must be no other sensors). To be sure of this, compare the value of the object on port A1 with the value of the touch sensor. For more information about the names of the sensors for different constructors, see this .

    3. Let's check that no sensors are connected to the other ports. To do this, compare the value on each port with the "undefined" string.

    4. Set a restriction on the area that the robot cannot leave.

    5. Let's set an event that verifies that the robot has started to move forward. As a condition, we specify that the power applied to the motor on port M3 must be greater than zero. If this condition is fulfilled, two triggers are triggered. The first one triggers the event with id = "Touching wall", and the second one assigns the value zero to the variable counter.

    Since the attribute settedUpInitially is set to true, the event will be triggered (activated) immediately at the program startup.

    6. Let's define an event that will show an error in case after 1000ms (=1sec) the robot hasn't started moving forward (i.e. the event with id="First move" is still on and hasn't been executed). Since several conditions are checked in this event, the tag is used with the logical connectors.

    7. Set an event that checks that the robot has traveled to the wall. The condition checks that the value of the touch sensor located on port A1 is one (this means that the touch sensor has been triggered). If this condition is met, the trigger is triggered and the event id="Returned back" is triggered.

    8. Let's define an event that checks if the robot has returned to the start zone after touching the wall. To do this, we need to set an inside condition with attributes objectId="robot1" (our robot) and regionId="start_zone" (the zone to return to).

    When this condition is met, two events are triggered and the iteration counter is incremented. The first event checks if the robot has touched the wall, the second event checks if the problem condition has been met.

    9. Let's set an event that will display a message about the successful execution of the program if the value of counter is at least 5.

  • Example 3. Drive from the "Start" zone to the "Finish" zone along the wall with the sensors checking

  • Example 4. Counting intersections and displaying the result

  • Example 5. Kegelring

  • Example 6. Checking robot behavior

  • Restricting the program execution time and the "Start" and "Finish" zones
    Examples analysis
    Example 1. Drive from the "Start" zone to the "Finish" zone with a restriction of the movement zone
    <inside>
    <constraint>
    <inside>
    <condition>
    <success/>
    <trigger>
    <inside>
    <equals>
    <objectState>
    <int>
    link
    <regions>
    <constraints>
    <inside>
    <regions>
    link
    <conditions></conditions>
    Blue square - start area, red square - finish area, black rectangle - field that cannot be left by the robot
    Example 2. Drive from the "Start" zone to the "Finish" zone with a stop
    <regions>
        <region type="rectangle" visible="true" color="blue" text="Старт" x="-450" y="-400" width="150" height="150" id="start_zone"/>
        <region type="rectangle" visible="true" color="green" text="Финиш" x="450" y="-400" width="150" height="150" id="finish_zone"/>
    </regions>
    <constraints>
        <!-- Restriction on program runtime -->
         <timelimit value="300000"/>
    
        <!-- Restriction, which will be checked once before starting the program -->
        <constraint checkOnce="true" failMessage="Робот должен находиться в зоне старта перед запуском!">
            <inside objectId="robot1" regionId="start_zone"/>
        </constraint>
        
        <!-- An event that verifies that the robot is in the finish area at the end of the program -->
        <event id="finish checker" settedUpInitially="true">
            <condition>
                <inside objectId="robot1" regionId="finish_zone"/>
            </condition>
            <trigger>
                <success/>
            </trigger>
        </event>
    </constraints>
    <?xml version='1.0' encoding='utf-8'?>
    <root>
    	<!-- World Description -->
    	<world>
    		<trace/>
    		<walls>
    			<wall end="450:-400" id="" begin="-300:-400"/>
    			<wall end="-300:200" id="" begin="-300:-250"/>
    			<wall end="450:200" id="" begin="-300:200"/>
    			<wall end="450:200" id="" begin="450:-250"/>
    			<wall end="150:-100" id="" begin="150:-400"/>
    			<wall end="300:50" id="" begin="300:-250"/>
    			<wall end="450:-250" id="" begin="300:-250"/>
    			<wall end="-150:-250" id="" begin="-300:-250"/>
    			<wall end="0:-250" id="" begin="-150:-250"/>
    			<wall end="-150:-100" id="" begin="150:-100"/>
    			<wall end="150:50" id="" begin="-150:50"/>
    			<wall end="150:200" id="" begin="150:50"/>
    		</walls>
    		<colorFields/>
    		<!-- Defining regions (zones) on the world map -->
    		<regions>
    			<region type="rectangle" visible="true" color="blue" text="Старт" x="-450" y="-400" width="150" height="150" id="start_zone"/>
    			<region type="rectangle" visible="true" color="green" text="Финиш" x="450" y="-400" width="150" height="150" id="finish_zone"/>
    
    			<region id="warzone" type="rectangle" filled="false" color="black" visible="true" x="-450" y="-400" width="1050" height="600"/>
    		</regions>
    	</world>
    	<robots>
    		<robot id="trikKitRobot" direction="0" position="-401:-351">
    			<sensors>
    				<sensor type="kitBase::robotModel::robotParts::Motor" direction="0" port="M4###output###JM4$$$D$$$4###" position="75:25"/>
    				<sensor type="kitBase::robotModel::robotParts::Motor" direction="0" port="M3###output###JM3$$$C$$$3###" position="75:25"/>
    				<sensor type="kitBase::robotModel::robotParts::Motor" direction="0" port="M2###output###JM2$$$B$$$2###" position="75:25"/>
    				<sensor type="kitBase::robotModel::robotParts::Motor" direction="0" port="M1###output###JM1$$$A$$$1###" position="75:25"/>
    			</sensors>
    			<startPosition direction="0" x="-376" y="-326"/>
    		</robot>
    	</robots>
    	<!-- Description of restrictions -->
    	<constraints>
    		<!-- Time limit of 5 minutes -->
    		<timelimit value="300000"/> 
    		
    		<constraint checkOnce="true" failMessage="Робот должен находиться в зоне старта перед запуском!">
    			<inside objectId="robot1" regionId="start_zone"/>
    		</constraint>
    
    		<!-- Restriction that verifies that the robot is in the allowed zone -->
    		<constraint failMessage="Робот попытался объехать лабиринт!">
    			<inside objectId="robot1" regionId="warzone"/>
    		</constraint>
    
    		<!-- An event that verifies that the robot is in the finish area at the end of the program -->
    		<event id="finish checker" settedUpInitially="true">
    			<condition>
    				<inside objectId="robot1" regionId="finish_zone"/>
    			</condition>
    			<trigger>
    				<success/>
    			</trigger>
    		</event>
    	</constraints>
    </root>
    <timelimit value="300000"/>
    <constraint checkOnce="true" failMessage="The robot must be in the launch area before starting!">
        <inside objectId="robot1" regionId="start_zone"/>
    </constraint>
    <region id="warzone" type="rectangle" filled="false" color="black" visible="true" x="-450" y="-400" width="1050" height="600"/>
    <constraint failMessage="The robot tried to go around the maze!">
        <inside objectId="robot1" regionId="warzone"/>
    </constraint>
    <event id="finish checker" settedUpInitially="true">
        <!-- Condition-->
        <condition>
            <inside objectId="robot1" regionId="finish_zone"/>
        </condition>
        <!-- Trigger-->
        <trigger>
            <success/>
        </trigger>
    </event>
    <?xml version='1.0' encoding='utf-8'?>
    <root version="20190819">
        <world>
        <!-- Defining regions (zones) on the world map -->
    		<regions>
                <region id="finish_zone" text="Finish" textX="0" width="200" height="150" color="green" x="320" y="-50" visible="true" type="rectangle" filled="true" textY="0"/>
                <region id="start_zone" text="Start" textX="0" width="100" height="-100" color="#0000ff" x="-20" y="70" visible="true" type="rectangle" filled="true" textY="0"/>
    			
    						<region type="rectangle" id="warzone" text="Поле, которое нельзя покидать" x="-20" y="-140" width="610" height="320" color="orange" visible="true"/>
    		</regions>
        </world>
        <robots>
            <robot id="trikKitRobot" direction="0" position="0:0">
                <sensors>
                    <sensor port="M3###output###М3###" direction="0" position="75:25" type="kitBase::robotModel::robotParts::Motor"/>
                    <sensor port="M4###output###М4###" direction="0" position="75:25" type="kitBase::robotModel::robotParts::Motor"/>
                    <sensor port="M1###output###М1###" direction="0" position="75:25" type="kitBase::robotModel::robotParts::Motor"/>
                    <sensor port="M2###output###М2###" direction="0" position="75:25" type="kitBase::robotModel::robotParts::Motor"/>
                </sensors>
                <startPosition id="{888338bf-3f53-44a4-ac0a-8aeea2d036b2}" y="25" direction="0" x="25"/>
                <wheels left="M3###output###М3###" right="M4###output###М4###"/>
            </robot>
        </robots>
        <settings realisticMotors="false" realisticSensors="false" realisticPhysics="false"/>
        <!-- Setting restrictions -->
        <constraints>
            <!-- Time limit -->
            <timelimit value="10000"/>
        
            <!-- Zone restriction on the start of the ride. Checked once at the beginning of the program-->
            <constraint checkOnce="true" failMessage="Робот должен находиться в синем квадрате перед запуском!">
                <inside objectId="robot1" regionId="start_zone"/>
            </constraint>
    	    
    	    	<!-- The robot is in the tolerance zone -->
    	    	<constraint failMessage="Робот покинул допустимую зону!">
    	    		<inside objectId="robot1" regionId="warzone"/>
    	    	</constraint>
        
            <!-- Event indicating the successful execution of the program (finish area + robot stopped) -->
            <event id="finish checker" settedUpInitially="true">
                <conditions glue="and">
                    <inside regionId="finish" objectId="robot1"/>
                    <equals>
                        <objectState object="robot1.M3.power"/>
                        <int value="0"/>
                    </equals>
                    <equals>
                        <objectState object="robot1.M4.power"/>
                        <int value="0"/>
                    </equals>
                </conditions>
                
                <trigger>
                    <success/>
                </trigger>
            </event>
        </constraints>
    </root>
    <timelimit value="10000"/>
    <constraint checkOnce="true" failMessage="The robot must be in the blue square before launching!">
        <inside objectId="robot1" regionId="start_zone"/>
    </constraint>
    <constraint failMessage="Робот покинул допустимую зону!">
        <inside objectId="robot1" regionId="warzone"/>
    </constraint>
    <event id="finish checker" settedUpInitially="true">
        <!-- Compound condition -->
        <conditions glue="and">
            <inside regionId="finish" objectId="robot1"/>
            
            <equals>
                <objectState object="robot1.M3.power"/>
                <int value="0"/>
            </equals>
            
            <equals>
                <objectState object="robot1.M4.power"/>
                <int value="0"/>
            </equals>
        </conditions>
        
        <trigger>
            <success/>
        </trigger>
    </event>
    <?xml version='1.0' encoding='utf-8'?>
    <root version="20190819">
        <world>
            <walls>
                <wall stroke-width="10" end="-110:50" stroke="#ff000000" begin="-200:50" stroke-style="none" fill="#ff000000" id="{f148f786-7d73-4c42-a3aa-c7a29892d3d7}"/>
                <wall stroke-width="10" end="0:100" stroke="#ff000000" begin="-110:50" stroke-style="none" fill="#ff000000" id="{8f39faac-9392-4878-86e9-9fe5dbea0007}"/>
                <wall stroke-width="10" end="250:110" stroke="#ff000000" begin="0:100" stroke-style="none" fill="#ff000000" id="{bf465864-fa2e-4b59-ac65-e27bd85300d5}"/>
                <wall stroke-width="10" end="350:160" stroke="#ff000000" begin="250:110" stroke-style="none" fill="#ff000000" id="{ba5441dd-8dd8-4100-ad8b-66d634792e3f}"/>
                <wall stroke-width="10" end="400:260" stroke="#ff000000" begin="350:160" stroke-style="none" fill="#ff000000" id="{ca85b1de-8e9c-49e9-8c40-c2c49f43dcaa}"/>
            </walls>
            <skittles/>
            <balls/>
            <colorFields/>
            <images/>
            <regions>
                <region visible="true" type="rectangle" x="350" filled="true" y="50" width="150" height="200" id="good_zone3" color="#ffff00"/>
                <region visible="true" type="rectangle" x="-250" filled="true" y="-50" width="150" textY="0" height="100" text="Start" id="start_zone" textX="0" color="#0000ff"/>
                <region visible="true" type="rectangle" x="0" filled="true" y="0" width="400" height="150" id="good_zone2" color="#ffff00"/>
                <region visible="true" type="rectangle" x="400" filled="true" y="150" width="100" textY="0" height="100" text="Finish" id="finish" textX="0" color="#ff0000"/>
                <region visible="true" type="rectangle" x="-200" filled="true" y="-50" width="250" height="150" id="good_zone1" color="#ffff00"/>
            </regions>
        </world>
        <robots>
            <robot direction="0" position="-200:-25" id="trikKitRobot">
                <sensors>
                    <sensor type="trik::robotModel::parts::TrikInfraredSensor" direction="69.6769" position="42:18" port="A1###input###А1###sensorA1"/>
                    <sensor type="kitBase::robotModel::robotParts::Motor" direction="0" position="75:25" port="M4###output###М4###"/>
                    <sensor type="kitBase::robotModel::robotParts::Motor" direction="0" position="75:25" port="M3###output###М3###"/>
                    <sensor type="" direction="0" position="0:0" port="A5###input###А5###sensorA5"/>
                    <sensor type="" direction="0" position="0:0" port="A6###input###А6###sensorA6"/>
                </sensors>
                <startPosition direction="0" x="-175" y="0" id="{84223544-d500-411a-9fdb-b382eb98d09f}"/>
                <wheels right="M3###output###М3###" left="M4###output###М4###"/>
            </robot>
        </robots>
        <settings realisticPhysics="false" realisticSensors="false" realisticMotors="false"/>
        <constraints>
            <!-- Time Limit. Mandatory Limit -->
            <timelimit value="40000"/>
            <!-- Check that a distance sensor is installed on port A1 -->
            <constraint checkOnce="true" failMessage="У робота должен быть установлен датчик расстояния на порт А1">
                <equals>
                    <typeOf objectId="robot1.A1"/>
                    <string value="twoDModel::robotModel::parts::RangeSensor"/>
                </equals>
            </constraint>
            <!-- Check that there are no sensors other than the distance sensor -->
            <constraint checkOnce="true" failMessage="У робота не должно быть датчиков, кроме датчика расстояния">
                <conditions glue="and">
                    <equals>
                        <typeOf objectId="robot1.A2"/>
                        <string value="undefined"/>
                    </equals>
                    <equals>
                        <typeOf objectId="robot1.A3"/>
                        <string value="undefined"/>
                    </equals>
                    <equals>
                        <typeOf objectId="robot1.A4"/>
                        <string value="undefined"/>
                    </equals>
                    <equals>
                        <typeOf objectId="robot1.A5"/>
                        <string value="undefined"/>
                    </equals>
                    <equals>
                        <typeOf objectId="robot1.A6"/>
                        <string value="undefined"/>
                    </equals>
                    <equals>
                        <typeOf objectId="robot1.D1"/>
                        <string value="undefined"/>
                    </equals>
                    <equals>
                        <typeOf objectId="robot1.D2"/>
                        <string value="undefined"/>
                    </equals>
                    <equals>
                        <typeOf objectId="robot1.F1"/>
                        <string value="undefined"/>
                    </equals>
                </conditions>
            </constraint>
    
            <!-- Zone restriction on the start of the ride. Checked once at the beginning of the program -->
            <constraint checkOnce="true" failMessage="Робот должен находиться в синей зоне перед стартом!">
                <inside objectId="robot1" regionId="start_zone"/>
            </constraint>
            <!-- Checks that the robot is in a valid region for the duration of the program -->
            <constraint failMessage="Робот покинул допустимую зону!">
                <conditions glue="or">
                    <inside objectId="robot1" regionId="good_zone1"/>
                    <inside objectId="robot1" regionId="good_zone2"/>
                    <inside objectId="robot1" regionId="good_zone3"/>
                </conditions>
            </constraint>
            <!-- Event that notifies of successful program execution -->
            <event id="finish checker" settedUpInitially="true">
                <condition>
                    <inside objectId="robot1" regionId="finish"/>
                </condition>
                <trigger>
                    <success/>
                </trigger>
            </event>
        </constraints>
    </root>
    
    <timelimit value="40000"/>
    <constraint checkOnce="true" failMessage="The robot must have a distance sensor installed on port A1">
        <equals>
            <typeOf objectId="robot1.A1"/>
            <string value="twoDModel::robotModel::parts::RangeSensor"/>
        </equals>
    </constraint>
    <constraint checkOnce="true" failMessage="The robot should have no sensors other than the distance sensor">
        <conditions glue="and">
            <equals>
                <typeOf objectId="robot1.A2"/>
                <string value="undefined"/>
            </equals>
            <equals>
                <typeOf objectId="robot1.A3"/>
                <string value="undefined"/>
            </equals>
            <equals>
                <typeOf objectId="robot1.A4"/>
                <string value="undefined"/>
            </equals>
            <equals>
                <typeOf objectId="robot1.A5"/>
                <string value="undefined"/>
            </equals>
            <equals>
                <typeOf objectId="robot1.A6"/>
                <string value="undefined"/>
            </equals>
            <equals>
                <typeOf objectId="robot1.D1"/>
                <string value="undefined"/>
            </equals>
            <equals>
                <typeOf objectId="robot1.D2"/>
                <string value="undefined"/>
            </equals>
            <equals>
                <typeOf objectId="robot1.F1"/>
                <string value="undefined"/>
            </equals>
        </conditions>
    </constraint>
    <constraint checkOnce="true" failMessage="The robot must be in the blue square before launching!">
        <inside objectId="robot1" regionId="start_zone"/>
    </constraint>
    <constraint failMessage="The robot has left the tolerance zone!">
        <conditions glue="or">
            <inside objectId="robot1" regionId="good_zone1"/>
            <inside objectId="robot1" regionId="good_zone2"/>
            <inside objectId="robot1" regionId="good_zone3"/>
        </conditions>
    </constraint>
    <event id="finish checker" settedUpInitially="true">
        <condition>
            <inside objectId="robot1" regionId="finish"/>
        </condition>
        <trigger>
            <success/>
        </trigger>
    </event>
    <?xml version='1.0' encoding='utf-8'?>
    <root version="20190819">
        <world>
            <walls/>
            <skittles/>
            <balls/>
            <colorFields>
                <cubicBezier id="{6199f811-617a-463d-848f-39b28b918584}" stroke-style="solid" fill-style="none" stroke="#ff000000" begin="-174.411:98.5051" cp1="-173.503:9.71619" stroke-width="12" cp2="-184.608:-31.2306" fill="#ff000000" end="-103.03:-28.2828"/>
                <line id="{311aba08-eff0-4d50-98f1-fc7595e22b79}" stroke-style="solid" fill-style="none" stroke="#ff000000" begin="-97.2997:-28.5387" stroke-width="12" fill="#ff000000" end="353.7:-28.5387"/>
                <line id="{e4428c3f-4ef1-4214-b5be-9a22eb4f875e}" stroke-style="solid" fill-style="none" stroke="#ff000000" begin="-175.556:244" stroke-width="12" fill="#ff000000" end="-175.556:106.222"/>
                <line id="{c921474d-3f18-4f98-b3fd-c83fa6e712b8}" stroke-style="solid" fill-style="none" stroke="#ff000000" begin="-202.02:102.353" stroke-width="12" fill="#ff000000" end="-149.459:102.353"/>
                <line id="{5f4000d6-8494-45bb-8e0c-44a5779f3140}" stroke-style="solid" fill-style="none" stroke="#ff000000" begin="-49.8316:-64.6465" stroke-width="12" fill="#ff000000" end="-49.8316:11.4478"/>
                <line id="{c20e8d67-e66b-4cd1-a4d5-da909d32717a}" stroke-style="solid" fill-style="none" stroke="#ff000000" begin="48.2829:-65.5219" stroke-width="12" fill="#ff000000" end="48.2829:10.5724"/>
                <line id="{3abe2138-f488-429d-bb27-94b6a13c913e}" stroke-style="solid" fill-style="none" stroke="#ff000000" begin="146.599:-64.8485" stroke-width="12" fill="#ff000000" end="146.599:11.2458"/>
                <line id="{ccaf1f51-b4b8-4ed4-9110-cf08067e7bf4}" stroke-style="solid" fill-style="none" stroke="#ff000000" begin="249.63:-65.5219" stroke-width="12" fill="#ff000000" end="249.63:10.5724"/>
                <line id="{6866e178-6a20-4048-8eab-ed3554098cd4}" stroke-style="solid" fill-style="none" stroke="#ff000000" begin="460.157:66.3198" stroke-width="12" fill="#ff000000" end="460.157:260.178"/>
                <cubicBezier id="{47001b3d-8af4-432d-8e66-9cc7728f2a39}" stroke-style="solid" fill-style="none" stroke="#ff000000" begin="358.194:-28.399" cp1="438.051:-29.9289" stroke-width="12" cp2="457.133:13.7415" fill="#ff000000" end="459.881:62.7527"/>
                <cubicBezier id="{edb3034d-f57c-4349-a714-3439433d2db2}" stroke-style="solid" fill-style="none" stroke="#ff000000" begin="458.622:252.499" cp1="457.591:441.101" stroke-width="12" cp2="251.469:440.071" fill="#ff000000" end="249.408:304.03"/>
                <cubicBezier id="{ff2677c7-98f1-46e0-b17c-197a3d94e664}" stroke-style="solid" fill-style="none" stroke="#ff000000" begin="249.408:304.03" cp1="251.469:155.622" stroke-width="12" cp2="-10.3061:151.5" fill="#ff000000" end="-9.27549:302.999"/>
                <cubicBezier id="{c841736a-ce7b-4bc4-90bb-7bb72bb7dd99}" stroke-style="solid" fill-style="none" stroke="#ff000000" begin="-9.27549:302.999" cp1="-9.02218:404.61" stroke-width="12" cp2="-177.667:378.931" fill="#ff000000" end="-175.204:250.438"/>
                <line id="{34475443-f1cf-4718-bb44-bd4bfc7221bf}" stroke-style="solid" fill-style="none" stroke="#ff000000" begin="428.351:105.655" stroke-width="12" fill="#ff000000" end="489.769:105.655"/>
                <line id="{9e883af6-6280-4577-b0da-608011ca26ed}" stroke-style="solid" fill-style="none" stroke="#ff000000" begin="428.197:199.401" stroke-width="12" fill="#ff000000" end="489.615:199.401"/>
            </colorFields>
            <images/>
            <regions>
                <region id="region_1" type="rectangle" textX="0" width="80" textY="0" visible="true" y="0" text="1" filled="true" height="80" color="#0000ff" x="-215"/>
                <region id="region_2" type="rectangle" textX="0" width="80" textY="0" visible="true" y="-70" text="2" filled="true" height="80" color="#0000ff" x="-40"/>
                <region id="region_3" type="rectangle" textX="0" width="80" textY="0" visible="true" y="-70" text="3" filled="true" height="80" color="#0000ff" x="55"/>
                <region id="region_4" type="rectangle" textX="0" width="80" textY="0" visible="true" y="-70" text="4" filled="true" height="80" color="#0000ff" x="160"/>
                <region id="region_5" type="rectangle" textX="0" width="80" textY="0" visible="true" y="-70" text="5" filled="true" height="80" color="#0000ff" x="260"/>
                <region id="region_6" type="rectangle" textX="0" width="80" textY="0" visible="true" y="110" text="6" filled="true" height="80" color="#0000ff" x="420"/>
                <region id="region_7" type="rectangle" textX="0" width="80" textY="0" visible="true" y="210" text="7" filled="true" height="80" color="#0000ff" x="420"/>
                <region id="start_zone" type="rectangle" textX="0" width="80" textY="0" visible="true" y="130" text="Старт" filled="true" height="80" color="#ff0000" x="-215"/>
            </regions>
        </world>
        <robots>
            <robot id="trikKitRobot" position="-199.667:149.444" direction="-90">
                <sensors>
                    <sensor type="kitBase::robotModel::robotParts::Motor" port="M3###output###М3###" position="75:25" direction="0"/>
                    <sensor type="" port="A1###input###JA1###sensorA1" position="0:0" direction="0"/>
                    <sensor type="" port="A2###input###JA2###sensorA2" position="0:0" direction="0"/>
                    <sensor type="" port="LineSensorPort###input###TrikLineSensorPort###lineSensor" position="0:0" direction="0"/>
                    <sensor type="kitBase::robotModel::robotParts::EncoderSensor" port="E3###input###M3$$$Е3###encoder3" position="75:25" direction="0"/>
                    <sensor type="kitBase::robotModel::robotParts::EncoderSensor" port="E4###input###M4$$$Е4###encoder4" position="75:25" direction="0"/>
                    <sensor type="trik::robotModel::parts::TrikLightSensor" port="A5###input###А5###sensorA5" position="54:42" direction="0"/>
                    <sensor type="trik::robotModel::parts::TrikLightSensor" port="A6###input###А6###sensorA6" position="54:8" direction="0"/>
                    <sensor type="kitBase::robotModel::robotParts::Motor" port="M4###output###М4###" position="75:25" direction="0"/>
                </sensors>
                <startPosition id="{9f3c8967-8967-4a0d-a118-ba8041db8a37}" y="174.444" direction="-90" x="-174.667"/>
                <wheels left="M3###output###М3###" right="M4###output###М4###"/>
            </robot>
        </robots>
        <settings realisticMotors="false" realisticSensors="false" realisticPhysics="true"/>
        <constraints>
            <timelimit value="50000"/>
            <constraint failMessage="The robot must be in the launch area before starting!" checkOnce="true">
                <inside regionId="start_zone" objectId="robot1"/>
            </constraint>
            <event id="id_1" settedUpInitially="true">
                <conditions glue="and">
                    <inside regionId="region_1" objectId="robot1"/>
                    <equals>
                        <objectState object="robot1.display.labels.last.text"/>
                        <string value="1"/>
                    </equals>
                </conditions>
                <trigger>
                    <setUp id="id_2"/>
                </trigger>
            </event>
            <event id="id_1_fail" settedUpInitially="true">
                <conditions glue="and">
                    <inside regionId="region_1" objectId="robot1"/>
                    <notEqual>
                        <objectState object="robot1.display.labels.last.text"/>
                        <string value="1"/>
                    </notEqual>
                </conditions>
                <trigger>
                    <fail message="Invalid intersection number! Please note that the junction number should be displayed as the last line"/>
                </trigger>
            </event>
            <event id="id_2" settedUpInitially="false">
                <conditions glue="and">
                    <inside regionId="region_2" objectId="robot1"/>
                    <equals>
                        <objectState object="robot1.display.labels.last.text"/>
                        <string value="2"/>
                    </equals>
                </conditions>
                <trigger>
                    <setUp id="id_3"/>
                </trigger>
            </event>
            <event id="id_3" settedUpInitially="false">
                <conditions glue="and">
                    <inside regionId="region_3" objectId="robot1"/>
                    <equals>
                        <objectState object="robot1.display.labels.last.text"/>
                        <string value="3"/>
                    </equals>
                </conditions>
                <trigger>
                    <setUp id="id_4"/>
                </trigger>
            </event>
            <event id="id_4" settedUpInitially="false">
                <conditions glue="and">
                    <inside regionId="region_4" objectId="robot1"/>
                    <equals>
                        <objectState object="robot1.display.labels.last.text"/>
                        <string value="4"/>
                    </equals>
                </conditions>
                <trigger>
                    <setUp id="id_5"/>
                </trigger>
            </event>
            <event id="id_5" settedUpInitially="false">
                <conditions glue="and">
                    <inside regionId="region_5" objectId="robot1"/>
                    <equals>
                        <objectState object="robot1.display.labels.last.text"/>
                        <string value="5"/>
                    </equals>
                </conditions>
                <trigger>
                    <setUp id="id_6"/>
                </trigger>
            </event>
            <event id="id_6" settedUpInitially="false">
                <conditions glue="and">
                    <inside regionId="region_6" objectId="robot1"/>
                    <equals>
                        <objectState object="robot1.display.labels.last.text"/>
                        <string value="6"/>
                    </equals>
                </conditions>
                <trigger>
                    <setUp id="id_7"/>
                </trigger>
            </event>
            <event id="id_7" settedUpInitially="false">
                <conditions glue="and">
                    <inside regionId="region_7" objectId="robot1"/>
                    <equals>
                        <objectState object="robot1.display.labels.last.text"/>
                        <string value="7"/>
                    </equals>
                </conditions>
                <trigger>
                    <success/>
                </trigger>
            </event>
        </constraints>
    </root>
    
    <!-- Example zone -->
    <region id="region_1" type="rectangle" textX="0" width="80" textY="0" visible="true" y="0" text="1" filled="true" height="80" color="#0000ff" x="-215"/>
    <timelimit value="50000"/>
    <constraint failMessage="The robot must be in the launch area before starting!" checkOnce="true">
        <inside regionId="start_zone" objectId="robot1"/>
    </constraint>
    <event id="id_1" settedUpInitially="true">
        <conditions glue="and">
            <inside regionId="region_1" objectId="robot1"/>
            <equals>
                <objectState object="robot1.display.labels.last.text"/>
                <string value="1"/>
            </equals>
        </conditions>
        <trigger>
            <setUp id="id_2"/>
        </trigger>
    </event>
    <event id="id_1_fail" settedUpInitially="true">
        <conditions glue="and">
            <inside regionId="region_1" objectId="robot1"/>
            <notEqual>
                <objectState object="robot1.display.labels.last.text"/>
                <string value="1"/>
            </notEqual>
        </conditions>
        <trigger>
            <fail message="Неверный номер перекрестка! Обратите внимание, что номер перекрестка должен выводиться последней строчкой"/>
        </trigger>
    </event>
    <event id="id_7" settedUpInitially="false">
        <conditions glue="and">
            <inside regionId="region_7" objectId="robot1"/>
            <equals>
                <objectState object="robot1.display.labels.last.text"/>
                <string value="7"/>
            </equals>
        </conditions>
        <trigger>
            <success/>
        </trigger>
    </event>
    <?xml version='1.0' encoding='utf-8'?>
    <root version="20190819">
        <world>
            <walls/>
            <skittles>
                <skittle markerY="0.107756" y="0.107756" rotation="0" startRotation="0" id="{skittle1}" x="-90.3433" markerX="-90.3433"/>
                <skittle markerY="62.9765" y="62.9765" rotation="0" startRotation="0" id="{skittle2}" x="-63.8519" markerX="-63.8519"/>
                <skittle markerY="62.963" y="62.963" rotation="0" startRotation="0" id="{skittle3}" x="62.3031" markerX="62.3031"/>
                <skittle markerY="-89.2259" y="-89.2259" rotation="0" startRotation="0" id="{skittle4}" x="-0.323222" markerX="-0.323222"/>
                <skittle markerY="89.0101" y="89.0101" rotation="0" startRotation="0" id="{skittle5}" x="-1.45453" markerX="-1.45453"/>
                <skittle markerY="-1.44107" y="-1.44107" rotation="0" startRotation="0" id="{skittle6}" x="88.1212" markerX="88.1212"/>
                <skittle markerY="-63.1785" y="-63.1785" rotation="0" startRotation="0" id="{skittle7}" x="62.3031" markerX="62.3031"/>
                <skittle markerY="-64.7408" y="-64.7408" rotation="0" startRotation="0" id="{skittle8}" x="-63.8519" markerX="-63.8519"/>
            </skittles>
            <balls/>
            <colorFields/>
            <images>
                <image imageId="{ed8c2ee9-a500-4993-b874-611ba6b78853}" id="{d91a151a-4519-4646-89fd-395c863b5e77}" isBackground="false" rect="0:0:-6:-6" position="0:0"/>
                <image imageId="{9275be02-a681-4b9f-981e-56bcb9f17cee}" id="{8f470550-4bb5-4b34-b46e-c349d686bd9a}" isBackground="false" rect="0:0:-6:-6" position="0:0"/>
                <image imageId="{229679a6-12a5-44d0-97d9-99f132ded1e2}" id="{5dcb114e-03d4-493b-9849-daf4cd364a2a}" isBackground="false" rect="0:0:-6:-6" position="0:0"/>
                <image imageId="{27036474-ec49-423d-9f20-141d0c7d1044}" id="{ebb8366d-61c7-422f-9460-865851d1e0f1}" isBackground="false" rect="0:0:-6:-6" position="0:0"/>
                <image imageId="{69f0b63a-2937-4b12-bad7-2e240210db2e}" id="{f7bd0d83-ae88-46c8-bd9e-95fd3c32c174}" isBackground="false" rect="0:0:-6:-6" position="0:0"/>
                <image imageId="{80069e12-f4e6-4d56-8487-d8d4dd9e5ce2}" id="{1345cda3-f2e1-49b9-ae6b-35b4aa2eb850}" isBackground="false" rect="0:0:-6:-6" position="0:0"/>
                <image imageId="{7904d24c-5993-4013-80b5-bc899c0daabf}" id="{116c53b9-aa2c-4a16-bf8c-d291629c416f}" isBackground="false" rect="0:0:-4:-4" position="0:0"/>
                <image imageId="{742a7dc4-05a6-47c2-87fc-d04f1b3f0be4}" id="{9ee0c06d-b9c0-4da8-8227-98ffdc24f0be}" isBackground="false" rect="-200:-201:399:401" position="0:0"/>
            </images>
            <regions>
                <region type="ellipse" filled="true" textY="0" y="-150" visible="true" width="300" text="Ring" id="warzone" x="-150" height="300" textX="0" color="#ff0000"/>
            </regions>
        </world>
        <robots>
            <robot direction="0" id="trikKitRobot" position="-25:-24.4321">
                <sensors>
                    <sensor type="kitBase::robotModel::robotParts::EncoderSensor" direction="0" port="E1###input###M1$$$Е1###encoder1" position="75:25"/>
                    <sensor type="trik::robotModel::parts::TrikLightSensor" direction="0" port="A5###input###А5###sensorA5" position="50:25"/>
                    <sensor type="kitBase::robotModel::robotParts::EncoderSensor" direction="0" port="E2###input###M2$$$Е2###encoder2" position="75:25"/>
                    <sensor type="trik::robotModel::parts::TrikLightSensor" direction="0" port="A3###input###А3###sensorA3" position="56:43"/>
                    <sensor type="kitBase::robotModel::robotParts::Motor" direction="0" port="M2###output###М2###" position="75:25"/>
                    <sensor type="trik::robotModel::parts::TrikInfraredSensor" direction="0" port="A1###input###А1###sensorA1" position="22:25"/>
                    <sensor type="kitBase::robotModel::robotParts::Motor" direction="0" port="M1###output###М1###" position="75:25"/>
                    <sensor type="kitBase::robotModel::robotParts::Motor" direction="0" port="M4###output###М4###" position="75:25"/>
                    <sensor type="trik::robotModel::parts::TrikLightSensor" direction="0" port="A2###input###А2###sensorA2" position="56:5"/>
                    <sensor type="kitBase::robotModel::robotParts::Motor" direction="0" port="M3###output###М3###" position="75:25"/>
                    <sensor type="kitBase::robotModel::robotParts::EncoderSensor" direction="0" port="E3###input###M3$$$Е3###encoder3" position="75:25"/>
                    <sensor type="kitBase::robotModel::robotParts::EncoderSensor" direction="0" port="E4###input###M4$$$Е4###encoder4" position="75:25"/>
                </sensors>
                <startPosition y="0.567901" direction="0" id="{2b1161e8-ba72-40ed-bf22-be49c2ab4cb9}" x="0"/>
                <wheels left="M4###output###М4###" right="M3###output###М3###"/>
            </robot>
        </robots>
        <settings realisticSensors="false" realisticPhysics="true" realisticMotors="false"/>
        <constraints>
            <timelimit value="60000"/>
            <constraint failMessage="Робот должен находиться в круге перед запуском!" checkOnce="true">
                <inside objectId="robot1" regionId="warzone"/>
            </constraint>
            <event settedUpInitially="true">
                <condition>
                    <timer forceDropOnTimeout="true" timeout="100"/>
                </condition>
                <trigger>
                    <setUp id="finish checker"/>
                </trigger>
            </event>
            <event id="finish checker" settedUpInitially="false">
                <conditions glue="and">
                    <not>
                        <inside objectId="{skittle1}" regionId="warzone"/>
                    </not>
                    <not>
                        <inside objectId="{skittle2}" regionId="warzone"/>
                    </not>
                    <not>
                        <inside objectId="{skittle3}" regionId="warzone"/>
                    </not>
                    <not>
                        <inside objectId="{skittle4}" regionId="warzone"/>
                    </not>
                    <not>
                        <inside objectId="{skittle5}" regionId="warzone"/>
                    </not>
                    <not>
                        <inside objectId="{skittle6}" regionId="warzone"/>
                    </not>
                    <not>
                        <inside objectId="{skittle7}" regionId="warzone"/>
                    </not>
                    <not>
                        <inside objectId="{skittle8}" regionId="warzone"/>
                    </not>
                </conditions>
                <trigger>
                    <success/>
                </trigger>
            </event>
        </constraints>
    </root>
    <region type="ellipse" filled="true" textY="0" y="-150" visible="true" width="300" text="Ring" id="warzone" x="-150" height="300" textX="0" color="#ff0000"/>
    <timelimit value="60000"/>
    <constraint failMessage="Робот должен находиться в круге перед запуском!" checkOnce="true">
        <inside objectId="robot1" regionId="warzone"/>
    </constraint>
    <event id="finish checker" settedUpInitially="false">
        <conditions glue="and">
            <not>
                <inside objectId="{skittle1}" regionId="warzone"/>
            </not>
            <not>
                <inside objectId="{skittle2}" regionId="warzone"/>
            </not>
            <not>
                <inside objectId="{skittle3}" regionId="warzone"/>
            </not>
            <not>
                <inside objectId="{skittle4}" regionId="warzone"/>
            </not>
            <not>
                <inside objectId="{skittle5}" regionId="warzone"/>
            </not>
            <not>
                <inside objectId="{skittle6}" regionId="warzone"/>
            </not>
            <not>
                <inside objectId="{skittle7}" regionId="warzone"/>
            </not>
            <not>
                <inside objectId="{skittle8}" regionId="warzone"/>
            </not>
        </conditions>
        <trigger>
            <success/>
        </trigger>
    </event>
    <?xml version='1.0' encoding='utf-8'?>
    <root version="20190819">
        <world>
            <walls>
                <wall fill="#ff000000" stroke-width="0" stroke="#ff000000" begin="-68:-204" id="{6f8bd6be-2983-4b0b-bbf8-5a26d1ed1ef7}" end="-68:77" stroke-style="none"/>
            </walls>
            <skittles/>
            <balls/>
            <colorFields/>
            <images/>
            <regions>
                <region x="-270" textY="0" y="-110" text="Стартовое поле" id="start_zone" color="#0000ff" filled="true" width="80" visible="true" textX="0" type="rectangle" height="80"/>
                <region x="-280" textY="0" y="-230" text="Поле, которое нельзя покидать" id="warzone" color="#ffff00" filled="true" width="210" visible="false" textX="0" type="rectangle" height="285"/>
            </regions>
        </world>
        <robots>
            <robot position="-256:-103" id="trikKitRobot" direction="0">
                <sensors>
                    <sensor port="A5###input###А5###sensorA5" position="0:0" type="" direction="0"/>
                    <sensor port="M3###output###М3###" position="75:25" type="kitBase::robotModel::robotParts::Motor" direction="0"/>
                    <sensor port="M4###output###М4###" position="75:25" type="kitBase::robotModel::robotParts::Motor" direction="0"/>
                    <sensor port="A1###input###А1###sensorA1" position="75:25" type="trik::robotModel::parts::TrikTouchSensor" direction="0"/>
                </sensors>
                <startPosition x="-231" y="-78" id="{99807fe9-54b1-42d7-991b-2b9cf102abe7}" direction="0"/>
                <wheels left="M4###output###М4###" right="M3###output###М3###"/>
            </robot>
        </robots>
        <settings realisticPhysics="false" realisticMotors="false" realisticSensors="false"/>
        <constraints>
            <!-- Time limit of 30 seconds -->
            <timelimit value="300000"/>
            <!-- Check that a touch sensor is installed on port A1 -->
            <constraint checkOnce="true" failMessage="На порту А1 должен быть выставлен датчик касания">
                <equals>
                    <typeof objectId="robot1.А1"/>
                    <string value="twoDModel::robotModel::parts::TouchSensor"/>
                </equals>
            </constraint>
            <!-- Check that there are no sensors other than the touch sensor on port A1 -->
            <constraint checkOnce="true" failMessage="The robot should have no sensors other than the touch sensor on port A1">
                <conditions glue="and">
                    <equals>
                        <typeOf objectId="robot1.A2"/>
                        <string value="undefined"/>
                    </equals>
                    <equals>
                        <typeOf objectId="robot1.A3"/>
                        <string value="undefined"/>
                    </equals>
                    <equals>
                        <typeOf objectId="robot1.A4"/>
                        <string value="undefined"/>
                    </equals>
                    <equals>
                        <typeOf objectId="robot1.A5"/>
                        <string value="undefined"/>
                    </equals>
                    <equals>
                        <typeOf objectId="robot1.A6"/>
                        <string value="undefined"/>
                    </equals>
                    <equals>
                        <typeOf objectId="robot1.D1"/>
                        <string value="undefined"/>
                    </equals>
                    <equals>
                        <typeOf objectId="robot1.D2"/>
                        <string value="undefined"/>
                    </equals>
                    <equals>
                        <typeOf objectId="robot1.F1"/>
                        <string value="undefined"/>
                    </equals>
                </conditions>
            </constraint>
            <!-- Check that the robot is in the valid zone during the program run time -->
            <constraint failMessage="Робот покинул допустимую зону!">
                <inside objectId="robot1" regionId="warzone"/>
            </constraint>
    		
    		    <!-- The event that indicates that the robot has gone and starts the check chain -->
            <event id="First move" settedUpInitially="true">
                <condition>
                    <greater>
                        <objectState object="robot1.M3.power"/>
                        <int value="0"/>
                    </greater>
                </condition>
                <triggers>
                    <setUp id="Touching wall"/>
                    <setter name="counter">
                        <int value="0"/>
                    </setter>
                </triggers>
            </event>
    
            <!-- Event that gives an error if the robot does not move in the first second -->
            <event id="Waiting for going forward too long" settedUpInitially="true">
                <conditions glue="and">
                    <timer timeout="1000" forceDropOnTimeout="true"/>
                    <settedUp id="First move"/>
                </conditions>
                <trigger>
                    <fail message="The robot never went in the first second"/>
                </trigger>
            </event>
    
            <!-- An event that verifies that the robot has approached the wall (touch sensor triggered) and plunges a second -->
            <event id="Touching wall">
                <condition>
                    <equals>
                        <objectState object="robot1.A1.value"/>
                        <int value="1"/>
                    </equals>
                </condition>
                <trigger>
                    <setUp id="Returned back"/>
                </trigger>
            </event>
    
            <!-- An event that checks that the robot has gone back, increments the iteration counter and re-arms the first -->
            <event id="Returned back">
                <condition>
                    <inside objectId="robot1" regionId="start_zone"/>
                </condition>
                <triggers>
                    <setUp id="Touching wall"/>
                    <setUp id="Done?"/>
                    <setter name="counter">
                        <sum>
                            <variableValue name="counter"/>
                            <int value="1"/>
                        </sum>
                    </setter>
                </triggers>
            </event>
    
            <!-- An event that verifies that the number of iterations has reached 5 and thus the task is complete -->
            <event id="Done?">
                <condition>
                    <notLess>
                        <variableValue name="counter"/>
                        <int value="5"/>
                    </notLess>
                </condition>
                <trigger>
                    <success/>
                </trigger>
            </event>
        </constraints>
    </root>
    
    <timelimit value="40000"/>
    <constraint checkOnce="true" failMessage="Touch sensor must be set on port A1">
        <equals>
            <typeof objectId="robot1.А1"/>
            <string value="twoDModel::robotModel::parts::TouchSensor"/>
        </equals>
    </constraint>
    <constraint checkOnce="true" failMessage="The robot should have no sensors other than the touch sensor">
        <conditions glue="and">
            <equals>
                <typeOf objectId="robot1.A2"/>
                <string value="undefined"/>
            </equals>
            <equals>
                <typeOf objectId="robot1.A3"/>
                <string value="undefined"/>
            </equals>
            <equals>
                <typeOf objectId="robot1.A4"/>
                <string value="undefined"/>
            </equals>
            <equals>
                <typeOf objectId="robot1.A5"/>
                <string value="undefined"/>
            </equals>
            <equals>
                <typeOf objectId="robot1.A6"/>
                <string value="undefined"/>
            </equals>
            <equals>
                <typeOf objectId="robot1.D1"/>
                <string value="undefined"/>
            </equals>
            <equals>
                <typeOf objectId="robot1.D2"/>
                <string value="undefined"/>
            </equals>
            <equals>
                <typeOf objectId="robot1.F1"/>
                <string value="undefined"/>
            </equals>
        </conditions>
    </constraint>
    <constraint failMessage="Робот покинул допустимую зону!">
        <inside objectId="robot1" regionId="warzone"/>
    </constraint>
    <event id="First move" settedUpInitially="true">
        <condition>
            <greater>
                <objectState object="robot1.M3.power"/>
                <int value="0"/>
            </greater>
        </condition>
        <triggers>
            <setUp id="Touching wall"/>
            <setter name="counter">
                <int value="0"/>
            </setter>
        </triggers>
    </event>
    <event id="Waiting for going forward too long" settedUpInitially="true">
        <conditions glue="and">
            <timer timeout="1000" forceDropOnTimeout="true"/>
            <settedUp id="First move"/>
        </conditions>
        <trigger>
            <fail message="The robot never went in the first second"/>
        </trigger>
    </event>
    <event id="Touching wall">
        <condition>
            <equals>
                <objectState object="robot1.A1.value"/>
                <int value="1"/>
            </equals>
        </condition>
        <trigger>
            <setUp id="Returned back"/>
        </trigger>
    </event>
    <!-- An event that checks that the robot has gone back, increments the iteration counter and re-arms the first -->
    <event id="Returned back">
        <condition>
            <inside objectId="robot1" regionId="start_zone"/>
        </condition>
        <triggers>
            <setUp id="Touching wall"/>
            <setUp id="Done?"/>
            <setter name="counter">
                <sum>
                    <variableValue name="counter"/>
                    <int value="1"/>
                </sum>
            </setter>
        </triggers>
    </event>
    <event id="Done?">
        <condition>
            <notLess>
                <variableValue name="counter"/>
                <int value="5"/>
            </notLess>
        </condition>
        <trigger>
            <success/>
        </trigger>
    </event>