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#1
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Re: Philosophies on design reuse
Prior to 2007, the rules only specified that fabrication had to be done during the build season:
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#2
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Re: Philosophies on design reuse
The newest set of rules (2012) are straightforward.
Robot elements designed or created before the Kickoff presentation, including software, are not permitted. The example even goes so far as to mention programming, and that teams should not copy over large chunks of code from year to year. So the rules are straight forward and the intent is clear. Follow them to the best of your ability, and make your Grandmother proud. |
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#3
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Re: Philosophies on design reuse
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Rewriting code that instead could be reused (outside of educational purposes) or designed for reuse in the first place is a "bad thing" and should not be encouraged (in my opinion). Last edited by BigJ : 02-01-2013 at 15:46. |
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#4
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Re: Philosophies on design reuse
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To be fair to Cory (that post is from 2007), every time I've looked at 254's 'bots at champs (every year since '07) there's probably very little that goes through no re-design of some sort due to new considerations. Needless to say, there are many varied opinions. My team uses pre-season items as prototyping platforms. Often times we'll have the entire drive train CAD'ed on the day of kickoff, just because we understand our simple drive trains that well. Then we fab the production drive train -- it's often similar to the prototype but it's never been identical. Only one part last year wound up being identical to the same part on 2011's robot, but that was after a design derivation and not a duplication. Seems to be within the spirit, even if we didn't open-source our robot. |
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#5
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Re: Philosophies on design reuse
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In all seriousness, even if you had a part that did not change at all there are endless ways you could change the design so it's not being reused. You could change the CAM file that generates the G-code to run the machine. You could make trivial dimension changes. You could issue a new drawing revision for some minor callout. You could change radii used on pockets/edges. The list goes on and on. It's really a silly rule because FIRST is unwilling and probably more importantly unable to outline what qualifies as changing the design enough for them to be OK with it. It's also silly because anything you would re-use exactly as it was from the year before/offseason/etc is most likely a completely trivial part that would gain you no competitive advantage by designing up front. The rule quite obviously exists to prevent you from designing an entire system of your robot before kickoff and then implementing it immediately, but you really can't design a system that can be used wholesale with no changes, because you have no idea what it needs to do. |
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#6
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Re: Philosophies on design reuse
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Absent guidance from FIRST, there is no standard for defining a change. If you paint the part differently, is that a design change? Different colour? Different composition? Different number of coats? Different method of application leading to different surface finish? Which functional characteristics are considered and which are neglected? To what degree must a design change be intentional, and/or consequential? What if you intend to make a change (as evidenced by your latest drawings), and then don't make the change—so that the part is now identical to a pre-season revision? If you go down this road, there is no bright line, and thus there will inherently be inconsistency in interpretation. If FIRST accepts the inconsistency and its consequences, they ought to clearly say so. But if that inconsistency is incompatible with their stated motivations (I believe that it is), then they shouldn't make rules in this fashion. (Inconsistency in the rules adds the potential for conflict, so unless it is counteracted by a significant benefit, it should be avoided.) Quote:
What's the worst that could happen? Teams could design robots and mechanisms in the hopes of having a suitable game? They could do engineering stuff year-round? Fine with me, and obviously fine with a lot of the more dedicated and more successful teams. Presumably fine with FIRST, too, since they haven't really done anything effective to curb it. Additionally, the previous years' rules were hopeless from an enforcement standpoint because (in the general case) it is not practical for an official to evaluate all of the possible elements that could have been changed on moderately complex systems. Indeed, in nearly every case, the officials have no access to the previous designs (whether in schematic or constructed form) at all. The proposal I outlined above doesn't remedy this entirely, but simplifies the task considerably, because it then comes down to a simple question that can be much more clearly understood and answered by the team: "did you fabricate or modify any robot parts before the build season began?" (Granted, that is dependent on a good definition of fabrication/modification, but that's already covered for the most part in the rules.) Instead of the inspector having to evaluate the robot based on the dates of design changes, they evaluate it based on dates of modification. Modification is much more of a momentous event than design revision, and since it is more likely that any given team member will be aware of it, it's harder for them to forget or lie about at inspection. (And perhaps more importantly, if the team member does forget/lie, they're more likely to be called out on it by a fellow team member later on—so violators lose the shield of plausible deniability among the people whose approval they value most.) Besides, my position is that (in a typical FRC game, rather than universally) an inspector should be giving the teams the benefit of any plausible interpretation within the rules. The teams are not the source of unclear rules, and they should not be penalized for successfully following a reasonable interpretation of those rules. (As a result, inter-event inconsistency sometimes ensues, but it is typically balanced by the fact that the teams are able to play, unburdened by surprise modifications, having complied with the apparent letter of the rules.) |
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#7
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Re: Philosophies on design reuse
We learn things as we go along in FRC. What we learn enables us to design better machines faster. It sounds like you learned a lot in the off-season. Never be afraid to embrace what you have learned, and use that knowledge on your machine.
I guess my suggestion, however, would be that the off-season and previous season knowledge should be stored in a human, or group of humans, rather than in a data file. After all, FIRST isn't really about the robot. So in the event that the game that is announced on Saturday is perfectly suited for your off-season design, then just sit down at your computer, start with a blank CAD file, and re-create your design from scratch. It might be identical to the off-season design, but you will have done the work during build season... you'll simply have done it faster, with more confidence and less troubleshooting because of experience you gained in the off season. By demonstrating your knowledge of a good design you'll not only be within the letter of the rule, but also the spirit of the rule. Most likely, however, you'll find yourself making a few tweaks here and there to improve the off-season design or customize it for the game... I mean, what are the odds you'd build something so perfectly that it couldn't be improved upon a little bit? Jason |
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#8
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Re: Philosophies on design reuse
I've never quite understood how FRC enforces this rule in the first place. Programming, for example: how does FRC know when you've copied code from last year?
Has anyone actually been disqualified for this? It seems more like a moral guideline then an actual rule. |
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#9
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Re: Philosophies on design reuse
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If teams are really trying to stick by the rules as closely as possible, they already realize that reuse of entire designs or entire chunks of code is a no-no. Unless they post them on-line and make them available to everyone. I believe that's the end goal: to have teams sharing information freely (after the season and before the season) in order to bring everyone along. If teams didn't share freely, you wouldn't see products like AndyMark's super shifter (designed in 2004 for team use), their AM planetary, and other products / designs. See the trapezoidal motion profile thread for a great example of teams who have a competitive advantage helping to bring others up to speed. Of course, this all assume that teams get the idea of Gracious Professionalism. I'm going to continue to assume that. Most of the big-name teams constantly prove it (kit-bot on steriods, etc). |
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#10
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Re: Philosophies on design reuse
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#11
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Re: Philosophies on design reuse
If a team is using the AndyMark C-channels, and they happen to determine that they should use the same motors, gearboxes and gear ratios and the same size wheels, as they had used in a previous year, they will end up with the "same design" for their drive base. It will also likely be pretty much the same as the drive base used by a number of other teams who arrived at the same solution. I don't feel this is bad as long as the teams went through the engineering exercise that happened to lead them to a solution they had used before since this is an engineering competition and one of it's goals is to teach the team members how do work through the engineering exercise. As someone had posted in an earlier reply "FIRST isn't really about the robot".
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#12
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Re: Philosophies on design reuse
I would go one step further and argue that some amount of unregulated (predesigned and/or prefabricated) components/mechanisms should be allowed. Perhaps 10 or 20 lb (analagous to the withholding allowance) and only on the condition that you share the design and declare the items on the BOM.
Teams would still need to build a new robot every year, but at least they would benefit from the same advantages you get with buying a COTS mechanism. With all the FRC-specific COTS items on the market today, why invest time and money into building something that you can only use once, when you can buy a comparable unit and re-use it? Examples include gearboxes, swerve mechanisms, and now even entire drive modules. In many cases, using a pre-designed or pre-fabricated mechanism would be more of a detriment than a benefit, because it would involve compromising function for convenience. The current rules made more sense when every team had to make every mechanism because nobody could buy them. That isn't so true any more, and the FRC-COTS market is likely to grow. This might reduce the artificial exercise of lawyering our way around rules that are not and cannot be uniformly enforced in the first place. |
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#13
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Re: Philosophies on design reuse
Raul posted a similar idea years ago, and I really like it.
Allowing 20 lbs of custom items to be reused year to year won't make good teams any better, but it will really help the rest of the teams substantially. Quote:
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#14
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Re: Philosophies on design reuse
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Neal I'll have to go back and check the manual on that. |
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#15
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Re: Philosophies on design reuse
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Where it did bother me, though, was in the needless waste of certain items, most noticably bumpers. We'd do it... we'd slice up new plywood, purchase new pool noodles, buy new fabric and label it (or not) as required. It wasn't a big waste when we only needed one set of bumpers every year, but it did seem a bit needless to build two sets every year when they could have been cut down or modified. So from a game persepective, I'm good with the rules as they are, but from a cost and waste persepective, a modification of this type makes sense. Jason |
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