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Physical Etoys « GIRA

Physical Etoys « GIRA
Introducción En las últimas décadas, las teorías construccionistas y el progreso tecnológico permitieron que la robótica educativa comience a surgir en algunas escuelas como complemento a diversas materias de la currícula. Sin embargo, cada kit de robótica tiene su manera particular de programarse y no permite la comunicación con otros kits. Es por esta razón que se decidió crear Physical Etoys, una extensión argentina de Etoys que facilita la interacción con estos dispositivos. “La computadora es un instrumento cuya música son las ideas” Alan Kay Descripción general del proyecto Physical Etoys es un ambiente de programación visual de robots gratuito, de código abierto y multiplataforma que conecta el mundo virtual de las computadoras con el mundo real en que vivimos. Resultados deseados Facilitar la programación de material concreto así como también su enseñanza.Integrar los kits más populares de robótica educativa en un solo ambiente extensible.Fomentar el pensamiento computacional. Videos Related:  P

RobotProg Logiciel ludique d'apprentissage de la programmation Programmez un robot virtuel à l’aide d’un organigramme : dessinez l’organigramme, lancez l’exécution et vous voyez le robot exécuter le programme. RobotProg permet un apprentissage progressif de la programmation par niveaux successifs. Nouvelle version 1.1 : - Nouveaux blocs pour l'organigramme - Score - Correction de différentes erreurs Picky Picky is a programming language intended for a first course on computer programming. It is more similar to a bicycle with two side-wheels than it is to a motor-bike. You won't probably use it unless you are using it for your first steps in programming. The compiler generates byte-code, interpreted by an abstract machine for portability. The language is utterly picky, hence its name, by design. This is an example program:

seaside.st: Home Creative Computing 7 units44 activitiesremixing encouraged download the Scratch 3.0 version of the guide> help learnerscreate new worldswith computing download the Scratch 3.0 version of the guide an introductorycomputing curriculumusing Scratch Scratch 3.0 is here! In celebration of Scratch 3.0, we are hard at work developing a new version of our Creative Computing Curriculum Guide to be released in early 2019! Download Impresora 3D construida con Lego La locura de las piezas de Lego llega a las impresoras 3D con LEGObot. Desarrollada por un estudiante de ingeniería, el proyecto ha dado como resultado este curioso aparato que, aun con sus limitaciones evidentes, logra su propósito de manera sorprendente. LEGObot está basada en la impresora 3D Makerbot, y además de usar cuatro fuentes de alimentación, logra imprimir figuras utilizando pegamento caliente. Los movimientos del aparato para imprimir han sido programados manualmente con software NXT. El creador ha dejado instrucciones de cómo construir LEGObot en Instructables, de manera que cualquier persona con nociones y piezas de Lego adecuadas pueda hacerla sin problemas.

Géotortue piccol - A different embedded scripting language, with static typing. Intro Piccol is a simple, small, strict and statically-typed scripting extension language for embedding into a larger application. Mission statement Why not Lua, Javascript, Scheme, Tcl, Python? Existing extension languages (Lua is a great example) are wonderful, and I use them daily. Piccol is made to fill a very different niche. Existing languages are designed to make adding new features easy. Piccol is a very strict, bondage-and-discipline, "hairshirt" language which has extensive compile-time checking and a limited feature set. Language features of Piccol Implementation details of Piccol It strongly adheres to a "layered-cake" compiler architecture; you can use (or change) any aspect of the language in isolation without hard dependencies on the other parts. Wait, what? Piccol is a real language and has been extensively field-tested on a real, moderately complex program.

squeak.joyful.com LanguageNotes I like Chris Rathman's Language Notes a lot. I've converted it to restructured text to get a table of contents (2006/05/02). View it with or without the wiki UI. Allowable characters a-zA-Z0-9.+/*~<>@%|&? "Comments are enclosed in quotes" Period (.) is the statement separator. Variables variables must be declared before useshared vars must begin with uppercaselocal vars must begin with lowercasereserved names: nil, true, false, self, super, and Smalltalk Variable scope: Transcript Transcript clear. Assignment | x y | x _ 4. Constants | b | b := true. Booleans | b x y | x := 1. y := 2. b := (x = y). Arithmetic expressions | x | x := 6 + 3. Bitwise Manipulation | b x | x := 16rFF bitAnd: 16r0F. Conversion | x | x := 3.99 asInteger. Blocks blocks are objects and may be assigned to a variablevalue is last expression evaluated unless explicit returnblocks may be nestedspecification [ arguments | | localvars | expressions ]? | x y z | x := [ y := 1. z := 2. ]. x value. Method calls | x | x := 2 sqrt. Symbol

Blocks This article is about the programming blocks. For account blocks, see Ban. Blocks are puzzle-piece shapes that are used to create code in Scratch. The blocks connect to each other like a jigsaw puzzle, where each data type (event, command, reported value, reported boolean, or script end) has its own shape and a specially shaped slot for it to be inserted into — this prevents syntax errors. There are twelve categories of blocks: Motion, Looks, Sound, Pen, Variables, List, Event, Control, Sensing, Operators, PicoBoard, and LEGO WeDo (although there are some other categories and blocks in some Scratch modifications). In total, there are eleven hat blocks, five C blocks, thirty-seven reporter blocks, thirteen Boolean blocks, two cap blocks and seventy-seven stack blocks. Block Shapes There are six different block shapes: Hat, Stack, Boolean, Reporter, C and Cap. Hat blocks The shape of a Hat block. Main article: Hat Block Hat blocks are the blocks that start every script. , or Stack blocks C blocks

Pilotage par ordinateur - Robotprog 16 - L'aspirateur : utilisation du sous-programme "alleraumur" Préparation :- configurez le niveau 6 : Menu -> Configuration -> niveau 6, OK- vous devez installer le terrain "terrain_aspirateur1.bog", Menu Terrain -> Ouvrir -> terrain_aspirateur1.bog. Le terrain est téléchargeable iciConditions de départ et objectif :- le robot aspirateur est au départ dans le coin nord-ouest (case 1,1) sur sa prise,- l'objectif : le robot doit passer dans chacune des cases du terrain pour y aspirer la poussière. Il marquera chacune des cases de son passage en utilisant le bloc et y saisir le nom du sous-programme : - pour passer du programme principal au sous-programme, cliquez sur "liste"- enregistrez votre programme dans le dossier indiqué sous le nom : classe + nom + aspirateur1.bop

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