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LEGO MINDSTORMS NXT-G Programming Guide

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LEGO MINDSTORMS NXT-G Programming Guide

James Kelly’s LEGO MINDSTORMS NXT-G Programming Guide, Second Edition is a fountain of wisdom and ideas for those looking to master the art of programming LEGO’s MINDSTORMS NXT robotics kits. This second edition is fully-updated to cover all the latest features and parts in the NXT 2.0 series. It also includes exercises at the end of each chapter and other content suggestions from educators and other readers of the first edition.

LEGO MINDSTORMS NXT-G Programming Guide, 2nd Edition focuses on the NXT-G programming language. Readers 10-and-up learn to apply NXT-G to real-life problems such as moving and turning, locating objects based upon their color, making decisions, and much more. Perfect for for those who are new to programming, the book covers the language, the underlying mathematics, and explains how to calibrate and adjust robots for best execution of their programming.

  • Provides programming techniques and easy-to-follow examples for each and every programming block
  • Includes homework-style exercises for use by educators
  • Gives clear instructions on how to build a test robot for use in running the example programs
What you’ll learn
  • Understand the basics of computer and robotic programming
  • Easily program your robot using the NXT-G 1.0 and 2.0 visual programming languages
  • Learn real-world techniques for moving, waiting, deciding, and much more.
  • Get familiar with new hardware such as the color sensor included in the NXT 2.0 kit
  • Control your robot manually from a remote control device
  • Learn basic math principles that will make you a better programmer
Who this book is for

This book is for people 10-years-old and up who are new to programming, or who are new to the NXT-G programming language. The book also appeals to educators who use NXT-G as a vehicle for teaching about robotics and programming principles.

Table of Contents
  1. Robots and Programs 
  2. Program Structure
  3. Hello World!
  4. Get Movin’
  5.  Record and Playback 
  6. Make Some Noise! 
  7. Wired! 
  8. True or False? 
  9. Feedback 
  10. Wait for It! 
  11. Round and Round  
  12. Decisions, Decisions 
  13. Stop It! 
  14. Pick a Card, Any Card 
  15. Apples and Oranges 
  16. Inside or Out?  
  17. Yes? No? Maybe?  
  18. Title = Anything You Like  
  19. Basic Text  
  20. Basic Math 
  21. Staying Alive 
  22. Your Own Filing Cabinet  
  23. Calibration  
  24. Motoring  
  25. Messages 
  26. My Block Is Your Block
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