Karel the Robot 1.1 Download at Download32. Download File download?usemirror=cdnetworks-us-2 (690.9 KB) All Software Windows Mac Palm OS Linux Windows 7 Windows 8 Windows Mobile Windows Phone iOS Android Windows CE Windows Server Pocket. The main idea is to show that programming could be easy and fun - especially for kids.Karel is a small robot who lives in his world. He is able to follow simple instructions given manually or by a. That robot was named Karel, after the Czech playwright Karel Capek, whose 1923 play R.U.R. (Rossum’s Universal Robots) gave the word robot to the English language. Karel the Robot was quite a success. Karel was used in introductory computer science courses all across the country, to the point that Rich’s textbook sold well over 100,000 copies.
The Development of KAREL Code
KAREL (pronounced “Carl”) was initially used as an educational tool to teach the elements of programming language to students studying robotics. KAREL has since become a primary FANUC programming language used with robots and robot controllers. This powerful CNC programming language has tremendous capabilities. Tri Star CNC Services works with FANUC machinery parts which rely on KAREL coding.
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Here, we’ll cast broad strokes and explain how KAREL works to help you begin to grasp the intricacies of FANUC robot programming. Understanding KAREL can make it easier to troubleshoot your FANUC machinery or know when to get repairs from Tri Star.
How Does FANUC Programming Language Work?The KAREL World
KAREL is built upon a simple vocabulary of commands to accomplish specific programming tasks. The world – the “space” in which KAREL works – has intersections, walls and beepers to execute its programs within a defined space, made up of X and Y coordinates known as Streets (horizontal) and Avenues (vertical). If, for example, a KAREL program was comprised of 6 Streets and 5 Avenues, it would be written as:
World 6 5
Beepers Command
Within KAREL’s world there are also beepers, which are indicated in KAREL’s programming with the Beepers command. Beepers are small objects placed at intersections of the Streets and Avenues which the robot can sense, and they can be picked up, moved, and set down by the robot when given the proper commands. If, for example, there are 2 beepers at intersection {4, 3} in World 6 5, it would be written as:
World 6 5
Beepers 4 3 2 Robot Command
The robot which moves around in KAREL’s world is defined with the Robot command, and it can face North, East, South, or West, as indicated by the commands 1, 2, 3 and 4 respectively. If, for example, the robot in World 6 5 would have a starting position at intersection {4, 3} while facing North (1), and there would be 0 beepers at that intersection, the program would be written as:
World 6 5
Beepers 4 3 2 Robot 4 3 1 0 Wall Section Command
Wall sections can also be set up at various points in KAREL’s world, as defined by the Wall command. Walls are only one block long, and can either be north or west of an intersection (indicated by a 1 or 4 respectively). If, for example, you wanted to place a horizontal wall directly North (1) of the intersection {2, 3} within World 6 5, the program would be written as:
World 6 5
Beepers 4 3 2 Robot 4 3 1 0 Wall 2 3 1 Running a KAREL Program on FANUC Machinery
These four commands define the world in which KAREL lives – running a program is a different story. After establishing KAREL’s world, every program must begin and end with the same lines in order for it to be valid:
Begin:
BEGINNING-OF-PROGRAM
BEGINNING OF EXECUTION
End:
END-OF-EXECUTION
END-OF-PROGRAM
Version 10.10 on mac. KAREL robot programs only understand five basic instructions: move (moves by one square in the direction it is facing), turnLeft (turns 90° left), putBeeper (puts a beeper on the square it is standing at), pickBeeper (lifts a beeper off the square it is standing at), and turnoff (the program ends). The simplest KAREL program needs to have at least 5 lines in it for it to be valid.
Example program of how to turn a KAREL program off:
BEGINNING-OF-PROGRAM
BEGINNING-OF-EXECUTION turnoff END-OF-EXECUTION END-OF-PROGRAM
If you’d like to learn more details about the KAREL language, check out the Computer Science Department of MTSU for a more in-depth analysis of KAREL and how it’s used in FANUC robotics.
The Benefits of Working with KAREL in FANUC Robots
The fundamental commands explained above are the basics of KAREL programming language, and robotics engineers all over the world have utilized these commands to develop more intricate programs for FANUC robots. KAREL can be used for advanced FANUC applications involving Ethernet communications, advanced logic processing, and data file manipulation through automatic positioning and programmable acceleration.
Replacement FANUC Parts or Repairs, Contact Tri Star CNC Services
FANUC robotics must operate with extreme precision, relying not only on clean code but on perfect operation of the physical components within the CNC controls. Tri Star CNC Services provides superior FANUC repair and maintenance here at our McHenry, IL facility—or provide free over-the-phone support.
There are plenty of reasons a FANUC part can fail. View our comprehensive list of FANUC alarm codes to start troubleshooting your machinery. With a nationwide field service network, we provide fast turnaround times on repairs.
Contact the FANUC maintenance and repair experts at Tri Star today for affordable repair and exchange services.Go to the first, previous, next, last section, table of contents.Invoking the Karel Simulator
A Karel simulator is a program that ties the Karel execution engine to auser interface. The execution engine is responsible for running thekarel program and moving Karel around his world. The user interface isresponsible for displaying the state of the world and the robot to theuser. The karel distribution comes with two such simulators: a terminalbased interface and an X Window System based interface.
Invoking in a terminalkarelc is a simulator written with the curses user interface. Torun the samples/maze.k Karel program in the karelc simulator:
curses/karelc -p samples/maze.k -w samples/maze1.wld
Invoking under X Windowskarelg is a simulator written with an X Window System GTK userinterface. To run the samples/maze.k Karel program in the karelg simulator:
gtk/karelg -p samples/maze.k -w samples/maze1.wld
The X Window System front end is based on the Gimp ToolKit. Download powerpoint 2010 for mac. The choiceof X toolkits is largely personal preference. GTK was chosen because ofits LGPL license. The core of the Karel Simulator, the executionengine, is independent of any user interface. It should be easy tocreate a new user interface for Karel with a different X toolkit. Thiswas one of the goals for the Karel Architecture.
Defining Karel's WorldOverview
Karel's world has intersections, walls, and beepers. The programs theKarel executes are independent of the world he moves around in. You canexecute the same program in multiple worlds, or multiple programs in thesame world.
Karel's world is defined in a file which is loaded by a Karelsimulator. The world file is a simple text file containing commandsthat define the size of the world, the position of walls and beepers,and Karel's starting position.
General Rules
Each line in the file describes a part of Karel's world. We'll look ateach in turn, but first there are some general rules for the worldfile.
Reference
The World command defines a world that is 5 avenues wide by 5 streetshigh.
The beeper command places a number of beepers on an intersection. Inthis case, one beeper would be placed on the intersection {3, 3}
The robot starting position is defined with the Robot command. In thisexample, the robot starts at {4, 3}, facing North (1), with zerobeepers in his beeper bag.
The Wall command places a wall section in Karel's world. Each wallsection is one block long. Walls can either be north or west of anintersection (1 or 4 respectively). In this example, a horizontal wallis placed directly north of the intersection {2, 2}.
Example
Here is a sample world file:
The resulting world, in the curses interface, looks like this:
Writing Karel Programs
The definitive source of Karel information is Richard Pattis' bookKarel the Robot: A Gentle Introduction to The Art of Programming.This section is intended to be a brief overview of the language in orderto get started using Karel.
A Simple Program
This is the simplest correct Karel program. All valid Karel programsmust minimally have these 5 lines.
This program does nothing but turn Karel off. It is a good samplebecause it concisely shows the structure of a valid Karel program.
Sample Karel Program 2
By adding calls to the
move and turnleft primitives, thisprogram causes Karel to walk a square, returning to his starting point.Note that in this version of Karel, the'{' and '}' are used for comments, just like Pascal.
Turning Right
The Karel language has a
turnleft primitive, but lacks aturnright primitive. One of the first instructions a new Karelprogrammer does is define the turnright Tux paint mac free download. instruction for Karel.As the old adage goes, 'two wrongs don't make a right, but three leftsdo'.
The following example demonstrates how to define a new instruction forKarel out of the existing primitives. This example will cause Karel towalk in a square to the right, instead of the left as in the previousexample.
Solving a Maze
Programs can be constructed for Karel that will allow him to find abeeper by navigating through a maze. This sample program has Karelfollow walls looking for openings until he locates a beeper. You canfind this program in the distribution in file `samples/maze.k'.
Karel Language ReferencePrimitives
Tests
Karel The Robot Learns Java
Control StructuresDefining ProceduresKarel The Robot Java
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