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<font 18.0pt/Arial,Helvetica,sans-serif;;#333333;;inherit>Remake a program</font>

Follow all steps as in creating a program.

<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>

<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>

<font 12.0pt/Arial,Helvetica,sans-serif;;inherit;;inherit>The display will give a warning, “Name exists, overwrite?”</font>

  • <font 12.0pt/Arial,Helvetica,sans-serif;;inherit;;inherit>Note that this will overwrite the previous program!</font>

<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>