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prog:screen_guide_step_by [2020/09/29 02:18] – [3. Teach a new location or program] joachimprog:screen_guide_step_by [2020/12/11 01:54] – [10. Start position] joachim
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 You do also have the option to choose if you want to use virtual markers. If you only using physical markers and don't use virtual markers, go directly to step** 2)**. You do also have the option to choose if you want to use virtual markers. If you only using physical markers and don't use virtual markers, go directly to step** 2)**.
-  - If you want to use virtual markers, press the grey button "**virtual markers**" before naming the location. + 
-      - To learn more about virtual markers, read the document "**__[[:prog:programming_support#virtual_markers|Virtual markers]]__**  ". \\ <font inherit/inherit;;#ffffff;;inherit>.</font> +   - If you want to use virtual markers, press the grey button "**virtual markers**" before naming the location. 
-  - Press the **green box **and name the location. Confirm with “**Enter**”+      - To learn more about virtual markers, read the document "**__[[:prog:programming_support#virtual_markers|Virtual markers]]__** ". \\ <font inherit/inherit;;#ffffff;;inherit>.</font> 
 +  - Press the **green square **and name the location. Confirm with “**Enter**”
       - //<font 14px/inherit;;inherit;;inherit>If you have rooms that are identical, you can use the same location for all of them as long as you place the markers same in all of the rooms. Example: You have 6 rooms. You can name them for example to "Room 1-6". Alternatively, "Room 1-3" and the next location to "Room 4-6" If these rooms are mirror-facing or in any other way differ to the others. "Room 1-4,6" is another option if just "Room 5" differs. If so, "Room 5" will have its own location.</font>//       - //<font 14px/inherit;;inherit;;inherit>If you have rooms that are identical, you can use the same location for all of them as long as you place the markers same in all of the rooms. Example: You have 6 rooms. You can name them for example to "Room 1-6". Alternatively, "Room 1-3" and the next location to "Room 4-6" If these rooms are mirror-facing or in any other way differ to the others. "Room 1-4,6" is another option if just "Room 5" differs. If so, "Room 5" will have its own location.</font>//
 {{:11_build_map_g1.png?direct&399x239}} {{:11_build_map_g1.png?direct&399x239}}
  
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 ===== 5. Side wheels ===== ===== 5. Side wheels =====
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 How many physical markers are placed in the aisle? How many physical markers are placed in the aisle?
  
-  - Tap the **green box **to enter how many physical markers there is in the aisle.+  - Tap the **green square **to enter how many physical markers there is in the aisle.
       - Enter the number of physical markers then "**Enter**".       - Enter the number of physical markers then "**Enter**".
-        - If you are using **__[[:prog:programming_support#virtual_markers|Virtual markers]]__**  , you must enter the number of physical markers (do not count with the virtual markers) you have set up in the aisle.+        - If you are using **__[[:prog:programming_support#virtual_markers|Virtual markers]]__** , you must enter the number of physical markers (do not count with the virtual markers) you have set up in the aisle.
   - Now you will see the "**OK**"-button in the bottom right corner.   - Now you will see the "**OK**"-button in the bottom right corner.
  
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 ===== 7. Count markers ===== ===== 7. Count markers =====
  
-Now that the robot has begun to drive forward, **it’s ****important to follow the robot all the way down the aisle**  to make sure the sensor senses all the markers.+Now that the robot has begun to drive forward, **it’s ****important to follow the robot all the way down the aisle** to make sure the sensor senses all the markers.
  
-The blue symbol in the upper left corner {{:markersensor.png?direct&40x40}}means that the sensor detects a marker (or something else that’s magnetic). \\+The blue symbol in the upper left corner {{:markersensor.png?direct&40x40}}means that the sensor detects a marker (or something else that’s magnetic).\\
 The yellow square shows how many markers the robot have sensed. The yellow square shows how many markers the robot have sensed.
  
   - Make sure this symbol lights up at each magnetic marker and not somewhere else.   - Make sure this symbol lights up at each magnetic marker and not somewhere else.
       - During the run, make sure that the robot doesn't get stuck so the wheels starts to spin on the same place while the robot has stuck temporarily. This will make the robot count the pulses incorrectly. If this happens, press “**STOP**”, adjust a parameter and start over.       - During the run, make sure that the robot doesn't get stuck so the wheels starts to spin on the same place while the robot has stuck temporarily. This will make the robot count the pulses incorrectly. If this happens, press “**STOP**”, adjust a parameter and start over.
-  - Check so the robot has counted the marker in the yellow box and at the end, that it has counted the same number of markers that you specified. When the EVO Cleaner sensed the last marker, the robot will come back to the first marker.+  - Check so the robot has counted the marker in the yellow square and at the end, that it has counted the same number of markers that you specified. When the EVO Cleaner sensed the last marker, the robot will come back to the first marker.
       - If the robot misses a marker, press "**STOP**" and start over from first marker.       - If the robot misses a marker, press "**STOP**" and start over from first marker.
  
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 ===== 8. Create a program ===== ===== 8. Create a program =====
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 Examples of names are: "**Floor Right, Floor Left, Wall Right, Wall Left**" etc. Examples of names are: "**Floor Right, Floor Left, Wall Right, Wall Left**" etc.
  
-Note that the robot shall now be positioned **in front of**  the marker you have planned to do the programming at. +Note that the robot shall now be positioned **in front of** the marker you have planned to do the programming at. 
-  - Tap the **green box**  and give the program a name. Confirm with “**ENTER”**. \\ <font inherit/inherit;;#ffffff;;inherit>.</font>- When you have given the program a name there will be an ”**OK**”-button in the bottom right corner. When you press "**OK**", the robot will run forward and search for the marker.+ 
 +   - Tap the **green square **and give the program a name. Confirm with “**ENTER”**. \\ <font inherit/inherit;;#ffffff;;inherit>.</font>- When you have given the program a name there will be an ”**OK**”-button in the bottom right corner. When you press "**OK**", the robot will run forward and search for the marker.
       - //Make sure that you are placed in front of the marker before you press ”OK”. //       - //Make sure that you are placed in front of the marker before you press ”OK”. //
 {{:6_teach_init2.png?direct&400x246}} {{:6_teach_init2.png?direct&400x246}}
  
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 ===== 10. Start position ===== ===== 10. Start position =====
  
-Choose the desired position where the robot will start the program, so called **start position**. \\ +Choose the desired position where the robot will start the program, so called **start position**.\\ 
-By choosing a start position the robot will go from where it stands directly to the next start position (next program in the list). In other words, the robot won't go back to the marker and count for every program. \\  \\+By choosing a start position the robot knows how far to go from the marker. When the first program have finished, the robot will go** from** the position it had where the just finished program ended **directly to** the next programs start position. In other words, the robot doesn'have to go back to the marker for every program which means we save some movements driving back and forth. \\ 
 +\\
 Have in mind, when you are choosing a start position, take a position where you can rotate the tower without hitting any pipes or similar. Have in mind, when you are choosing a start position, take a position where you can rotate the tower without hitting any pipes or similar.
  
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 ===== 11. Programming with joystick ===== ===== 11. Programming with joystick =====
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 **<font 16px/inherit;;inherit;;inherit>Picture 3: You can now choose whether you want to create a new recipe (step 1.) or edit an existing recipe (step 2.).</font>** **<font 16px/inherit;;inherit;;inherit>Picture 3: You can now choose whether you want to create a new recipe (step 1.) or edit an existing recipe (step 2.).</font>**
-  - Press the **green box**  to create a new recipe.+  - Press the **green square **to create a new recipe.
       - Then give the recipe a name.       - Then give the recipe a name.
         - //Name examples: If you for example just have created the programs "floor right" and "floor left" and want to create a recipe for these. Give the recipe the name 'floor' (contains only floor programs). It's the same thing for the wall programs. Give the recipe the name 'walls' (contains only wall programs). \\ <font inherit/inherit;;#ffffff;;inherit>.</font>//         - //Name examples: If you for example just have created the programs "floor right" and "floor left" and want to create a recipe for these. Give the recipe the name 'floor' (contains only floor programs). It's the same thing for the wall programs. Give the recipe the name 'walls' (contains only wall programs). \\ <font inherit/inherit;;#ffffff;;inherit>.</font>//