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remake_program [2021/11/18 01:22] perremake_program [2026/09/08 23:32] (current) – external edit 127.0.0.1
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-<font 18.0pt/Arial,Helvetica,sans-serif;;#333333;;inherit>**Remake a program**</font>+====== Remake a program ======
  
 [[:prog:screen_guide_step_by|Follow all steps as in creating a program]]. [[:prog:screen_guide_step_by|Follow all steps as in creating a program]].
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 When you get to step 9, proceed as below. When you get to step 9, proceed as below.
  
-<font 12.0pt/Arial,Helvetica,sans-serif;;#333333;;white>Note that the robot shall now be positioned **in front of** the marker you have planned to do the programming at.</font>+Note that the robot shall now be positioned **in front of** the marker you have planned to do the programming at.
  
-<font 12.0pt/Arial,Helvetica,sans-serif;;inherit;;inherit>When prompted to name the program, enter the exact name of the program you want to remake.</font>+When prompted to name the program, enter the exact name of the program you want to remake.
  
-<font 12.0pt/Arial,Helvetica,sans-serif;;inherit;;inherit>The display will give a warning, “Name exists, overwrite?</font>+The display will give a warning, “Name exists, overwrite?
  
-  * <font 12.0pt/Arial,Helvetica,sans-serif;;inherit;;inherit>**Note that this will overwrite the previous program!**</font>+  * **Note that this will overwrite the previous program!**
  
-<font 12.0pt/Arial,Helvetica,sans-serif;;#242424;;white>When you overwrite an already existing program, it will automatically be placed in the recipe where the old version were used</font>   .//<font 12.0pt/Arial,Helvetica,sans-serif;;inherit;;inherit>Press the **“YES”** button in bottom right corner.</font><font 12.0pt/Arial,Helvetica,sans-serif;;#333333;;white>- When you have given the program a name and press “**Enter” **the robot will run forward and search for the marker.</font>  <font 12.0pt/Arial,Helvetica,sans-serif;;#333333;;white>Make sure that you are placed in front of the marker before you press ”OK”.</font>  //+//Press the **“YES”** button in bottom right corner. - When you have given the program a name and press “**Enter” **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”.// 
 + 
 +When you overwrite an already existing program, it will automatically be placed in the recipe where the old version were used.
  
 Continue your programming from step 10 in the guide. Continue your programming from step 10 in the guide.