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- Mindstorms -- programming with leJOS
- In your program, you create a set of conditions and actions -- each pair is called a "behavior"
- A Behavior class takes control when certain conditions are met , runs an action, and then completes to allow other actions to take control
- Which program gets control is negotiated by an "arbitrator class", which all behavior objects are registered with.
- Easiest way to think of it is Asimov's Laws of Robotics, each "law" superceding one another
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