When we, the teachers, make programs and projects, we give them descriptive names. Let's show you a way to put cool names on your programs.
- 04 Feb 2017
- LEGO MINDSTORMS
- EV3, Classes with students
- K.Mitov, A.Pavlov, D.Staykov, С.Матинян, M.Grozev, I.Gerginov
You start with a single program for every project. You can create new programs with the small Plus ("+") sign.
If a project has any unsaved changes, there will be a small asterisk (*) in the project name.
We communicate via programs and projects
If you need help with your robot, you can send us your program.
When we teach you, we share exemplary programs with you.
Always give names to your programs. This way you demonstrate that you care for what is happening with the robot.
The name should describe the task, usually with a verb and a noun. You can change the name of a program with a double click.
Good names for a program could be:
"grab ball" ,
"move forward", etc.
Never put abbreviations in the names. They mean something to you right now, but mean nothing to a stranger. They could mean nothing to you as well, say, a week later, when you've forgotten what you meant.
Demonstration at the end of the class
Create a new program for each task and save it with a descriptive name.
Every new task should be created in a new program and these programs must have descriptive names. Don't simply overwrite one program all the time.
When you have many programs in the project, you can make a demonstration of what you have done at the end of the class or record a video for us that you can share in the comments underneath this section.
In the course I'd like to share our programs with you and you can find most of the programs below in the material sections.
Because we need to communicate with this programs we must also have proper names for this programs. I can't just name each of our programs just 'program' or each of our projects just 'project'. So I must give names to our programs. First, you can see that our project is not saved. So I'll just click 'File', 'Save Project As' and right here I'll select a name for my project. And the name of my project is let's call it the name of the module intro_ev3. So that's the name of the project. And in this project the first task that we've solved is actually moving forward. Now just double click on the program and here I can type. And it's always a good idea to have a noun or a verb because the program is actually something that the robot does. So, it's a move and it's move_forward.
And again I'll just save. Now you can find the program below in the material section and you'll have a project called intro_ev3 and in this project you'll have a new program called move_forward. It's always a good idea to name your programs because in this way you can keep track of the changes that you make. You can have a whole project with all the programs from the current class. You can show this programs, you can share them. And to do all of these good things you must have good names for your programs. And even if you return to your program a few days back or a few weeks if it has a good name, you can just remember from the name what the program does. So, always try to give good names to your programs.
Courses and lessons with this Tutorial
This Tutorial is used in the following courses and lessons