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Behavior Programming

Behavior Programming. Structured Programming. A series of if-thens Easy to get started in and hardly requires any thought or design beforehand But the code ends up as spaghetti code. MMN Lab. Behavior programming. Requires a little more planning before coding

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Behavior Programming

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  1. Behavior Programming

  2. Structured Programming • A series of if-thens • Easy to get started in and hardly requires any thought or design beforehand • But the code ends up as spaghetti code MMN Lab.

  3. Behavior programming • Requires a little more planning before coding • Each behavior is nicely encapsulated within an easy to understand structure • Very easy to add or remove specific behaviors MMN Lab.

  4. The Behavior API • Only one interface and one class • Behavior interface • Arbitrator class MMN Lab.

  5. Behavior Interface • API • boolean takeControl() • Returns a boolean value to indicate if this behavior should become active • void action() • Initiates an action when the behavior becomes active • void suppress() • Immediately terminate the code running in the action() method MMN Lab.

  6. Arbitrator • Constructor • public Arbitrator(Behavior [] behaviors) • Higher index has the higher priority • Method: • public void start(); MMN Lab.

  7. Coding Behaviors MMN Lab.

  8. Coding Behaviors cont’d MMN Lab.

  9. Coding Behaviors cont’d MMN Lab.

  10. Coding Behaviors cont’d • Add a new behavior MMN Lab.

  11. Coding Behaviors cont’d • Add the new behavior to the Arbitrator MMN Lab.

  12. Sensor Listener MMN Lab.

  13. Lab6 • Based on the sample code, design the following behaviors with proper priorities • DriveForward (included in sample code) • HitWall (included in sample code) • Turn 360 degree by triggering ultrasonic sensor • Play music by triggering sound sensor • DoStop (included in sample code) Low Priority High MMN Lab.

  14. Lab6 • Hint: • You can use SensorListener for more accurate sensor action • Add delay if the program starts in the unexpected way MMN Lab.

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