Graphical programming and dataflow is the basis for the programs created in LEGO Mindstorms EV3. It uses visual programming blocks to represent the functions you want your robot to perform when your program executes. Every block connects to another block and executes in the specific order that you give it.
- [Voiceover] Lego Mindstorm's programs…are created using a graphical programming language.…The components in a graphical program are represented…as pictures and visual symbols such as these.…In Mindstorms, these elements are called programming blocks…and can be connected together to create a program like this.…When this program executes, it uses a concept called…dataflow to determine when each block will execute.…The blocks are chained together, usually from left to right,…with the output from one block feeding the input to another.…
The blocks will execute in the order they are connected…because each block waits to execute until after…it receives all of its needed input values,…which are the output values from the blocks before it.…In real life, you can think of this…like an assembly line at a pie factory.…And each stage of the assembly line,…can be thought of as a programming block.…For example, the assembly line to make pie dough…starts by adding flour, water, butter, and salt together.…Then the mixed dough gets rolled out…
AuthorOlivia Chiu Stone
Learn how to unpack the hardware, connect to the programming interface, run prebuilt programs, and control the motors and sensors. Chapter 6, "Adding Flow to a Program," covers advanced programming topics such as transferring data between blocks, using variables to store temporary data, programming conditional logic, and looping actions to run again and again. By the end of the course, you'll have the skills to bring your own robotic creations to life.
- Installing the LEGO Mindstorms software
- Exploring the programming interface
- Connecting to the EV3 brick
- Downloading and running prebuilt programs
- Coordinating motor movement
- Calibrating the sensors
- Transferring data with data wires
- Adding logic with switch blocks
- Looping actions
- Troubleshooting problems with LEGO Mindstorms
- Broadcasting sounds and displaying images
- Updating LEGO Mindstorms
Skill Level Beginner
1. Getting Started
3. Explore a New Project
4. Connect with the EV3 Brick
5. Program Movement and Sensing
6. Adding Flow to a Program
7. Document Your Work
8. Troubleshoot Problems
9. Extra Tools
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