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PROGRAMMING ADVANCED FEEDBACK WITH ARDUINO Part 09 - State - PowerPoint PPT Presentation

Part 09 - State machine structure PROGRAMMING ADVANCED FEEDBACK WITH ARDUINO Part 09 - State machine structure The Pomodoro Technique Part 09 - State machine structure The Pomodoro Technique 1. Decide on the task to be done. 2.


  1. Part 09 - State machine structure PROGRAMMING 
 ADVANCED FEEDBACK 
 WITH ARDUINO

  2. Part 09 - State machine structure The Pomodoro Technique

  3. Part 09 - State machine structure The Pomodoro Technique 🍆 1. Decide on the task to be done. 2. Set the pomodoro timer (traditionally to 25 minutes). 3. Work on the task. 4. End work when the timer rings and put a checkmark on a piece of paper.[5] 5. If you have fewer than four checkmarks, take a short break (3–5 minutes), then go to step 2. 6. After four pomodoros, take a longer break (15–30 minutes), reset your checkmark count to zero, then go to step 1

  4. Part 09 - State machine structure State machine diagram after some time start the ghost is released angry captive when pacman eats a large after pacman's pellet the ghost becomes strength wears o ff the scared ghost becomes angry dying when the ghost scared collides with pacman the ghost dies

  5. Part 09 - State machine structure State machine diagram The slash character (‘/‘) separates cause and e ff ect The e ff ect part - what to do The cause part - when to when this transition is followed execute this transition An instate e ff ect ghost bumps into pacman / kill pacman after some time / ghost is released start An ongoing e ff ect has no cause - happens regularly A transition from one On power-up to another state transition to the / move towards pacman initial state captive angry When a state has more than one The initial state has two edges transition , the order in which the causes are evaluated becomes The state name important - here we should evaluate bumping into pacman before moving forward

  6. Part 09 - State machine structure State machine diagram after some time start the ghost is released angry captive when pacman eats a large after pacman's pellet the ghost becomes strength wears o ff the scared ghost becomes angry dying when the ghost scared collides with pacman the ghost dies

  7. Part 09 - State machine structure Pomodoro State machine

  8. Part 09 - State machine structure Pomodoro Timer State Transition Table from state cause effect tostate idle button press start 20 minute timer, work set fade color white, 
 start fading slow work timer expires start break melody, break alarm set fade color green, 
 start blinking break alarm button press and this is not start rainbow animation, short break the 4th break start 5 minute timer, stop melody break alarm button press and this is the start rainbow animation, long break 4th break start 15 minute timer, stop melody short break timer expires start work melody work alarm set fade color pink start blinking work alarm button press start 20 minute timer, work set fade color white, 
 start fading slow long break timer expires stop animation idle

  9. Part 09 - State machine structure CHALLENGE 9: Can you finis filling in the last 4 states of the state machine? HINTS: 1) The state transition table is your friend.

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