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Unread 24-10-2005, 20:28
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Re: 2006 game hints?

Quote:
Originally Posted by Winged Globe
Wait... what?? Looking at the example for FRC controllers, it just looks like all the code thrown into a flow-chart interface (a graphical tool used in real computer science classes I've seen to teach the core logic/reasoning/organizing ANYONE needs in order to program). This isn't just script code like "turn left for blah seconds"--there seems to be a direct correlation between what the flow-chart displays and what the actual code will be (if count Bit 7 ON yes--> SET rc_dig_out16 ON, etc. etc.). It looks like you can comment directly into the flow-chart boxes to describe what is going on, too.

This means that the only difference between the flow-chart and actual code may be purely formating in nature, in which case, how does this have no correlation to the real world? Heck, it doesn't even look like pseudo-code; you have to use real variable names, real subroutine names, real function calls! And once a new programmer feels comfortable with the logic, *CLICK* and they see the real code! And it looks almost exactly like what they did with the flow-chart! "Wow! Maybe this programming stuff isn't so bad! I can do this..."

I can understand the nerd attachment to CLI's and aversion of all things graphical, but if the examples show the actual product delivered (and if FIRST/Kevin Watson brings the scripts back in addition to this interface, by all means, but that isn't this specific program), this is the most code-like graphical interface I've seen. I'm almost afraid that some newbie programmers will still be puzzled by it, as it isn't as graphical and perhaps as intuitive as Lego's interface or even Robolab. I really don't see what the big pout is all about. This seems to head in the right direction to get new programmers into the fold, while allowing novice programmers to transition and advanced programmers to keep hacking at their leisure.
Hey, since I dare not comment on the water game thing, the graphical chart flow thing would be great if it was set up like a dreamweaver type program.

You can do everything graphically, everything in pure html, or you can be really smart and do a combo. By throwing something together stuff then going into the code and working out the fine details, you can get much more done much more quickly. And it lets you learn faster by allowing you to obtain the code you want graphically, then seeing the actual code that doesn't have ten thousand syntax errors!

As far as increased budget with better materials, I'm worried for two reasons. First of all, just because you're allowed to spend 10,000 smackers doesn't mean everyone can afford to.

Secondly, my team, myself included, have a nasty habit of dropping/breaking the most expensive, least easily obtainable pieces of hardware. Yytrium oxide dome dustpan is what we really need.
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