Executor Control Robot in the KUMIR system

The robot exists in a specific environment (rectangular checkered field). Walls can be located between some cells of the field. Some cells can be painted over (Fig. 3.11).

The robot occupies exactly one square of the field.

By commands up, down, left and right, the Robot moves to an adjacent cell in the specified direction. If there is a wall on the way, then a refusal occurs - a message is issued about the impossibility of executing the next command.

On the command to paint over, the Robot paints the cell in which it is standing. If the cell has already been painted over, it will be painted over again, although no visible changes will occur.

The robot can only execute correctly written commands. If, instead of the command down, write down, then the Robot will not understand this entry and will immediately report an error.

O
errors: 1 syntactic; 2. logical

Situation descriptions are stored in text files of a special format (.fil format).

Current- the situation in which the Robot is at the moment (including information about the position of the Robot).

Starting- the environment in which the Robot is forcibly placed at the beginning of the execution of the program using the Robot.

Operating procedure:


  1. Ask starting environment by the condition of the problem:
Menu Tools → Change the starting environment of the Robot (draw an environment according to the condition of the problem, give a name, save in the Personal folder)

2. Specify the Contractor:

Insert menu → Use Robot

3. Write an algorithm for solving the problem.

4. Execute the algorithm (Menu Execution → Execute continuously / F9)

Executor's command system Robot in the KUMIR system


Command

Action

up

The robot moves 1 cell up

way down

The robot moves 1 cell down

to the left

The robot moves 1 square to the left

to the right

The robot moves 1 square to the right

paint over

The robot paints the cage in which it is

right freely

The robot checks the fulfillment of the corresponding simple conditions

left freely



free from above



from below freely



the cell is painted over



the cage is clean



Cyclic algorithms

Cycle- organization of repetition of actions until a certain condition is true .

The body of the loop is a set of repeatable actions.

Condition - boolean expression (simple or complex (compound))
Cycle types:

1.Cycle "Repeat n times" 2. Cycle "Bye"
nc n times nc bye
... ... Loop body. ... Loop body
kts kts

Example: nc bye right freely


General view of the cycle “Repeat n times:

REPEAT n TIMES

THE END
kts

General view of the "bye" cycle:

WHILE TO DO

THE END
Compound conditions are formed from one or more simple conditions and service words AND, OR, NOT.


Compound condition A AND B(where A, B are simple conditions) is satisfied when each of the two simple conditions included in it is satisfied.

Let A - free from above, V - free on the right, then the compound condition A AND B- free on top AND free on the right.


Compound condition A OR B is satisfied when at least one of the two simple conditions included in it is satisfied: top free OR right free
Compound condition NOT A- satisfied when condition A.

Example: Let A be a colored cell (simple condition).

NS checking the compound condition NOT A:

a) A - done, NOT A (NOT painted over) - not done.

b) A - not done, NOT A (NOT filled in) - done.


Branch command

Branching - a form of organization of actions, in which, depending on the fulfillment or non-fulfillment of a certain condition, either one or another sequence of actions is performed.

General view of the IF command:

IF THEN OTHERWISE

THE END

In the idol language:

Full branching: Incomplete branching:
if then if then

otherwise

all all

Helper Algorithm- an algorithm that solves some subtask of the main task.

In the KUMIR system, auxiliary algorithms are written at the end of the main program (after the service word con) are called for execution in the main program by name.

V polls and assignments

1. Give all the algorithms of the three teams that will move the Robot from the starting position to cell B.

Is there an algorithm for this task, during the execution of which the Robot does:

a) two steps; b) four steps; c) five steps; d) seven steps?


  1. Petya compiled an algorithm that transfers the Robot from cell A to cell B, painting some cells. What should Kolya do with this algorithm in order to get an algorithm that transfers the Robot from B to A and fills in the same cells?


7. Two auxiliary algorithms of the Robot are known

Draw what happens when the Robot performs the following basic algorithms:


a)

nts 5 times


pattern_1

to the right; to the right;


b)

nts 7 times


pattern_2

to the right; to the right


v)
to the right; to the right; to the right

up; up

to the right; to the right; to the right

way down; way down


G)
to the right; to the right
to the right; to the right

8. Make up algorithms, under the control of which the Robot will paint the indicated cells:



9... It is known that there is a wall somewhere to the right of the Robot. Make up an algorithm, under the control of which the Robot will paint a row of cells up to the wall and return to its original position.

10. It is known that somewhere to the right of the Robot there is a filled-in cell.

WITH leave the algorithm under which the Robot will paint a row of cells up to the filled cell and return to its original position.

11. The Robot is known to be located near the left entrance to the horizontal corridor.

12. It is known that the Robot is somewhere in a horizontal corridor. None of the cells in the corridor are painted over.

Make up an algorithm, under the control of which the Robot will paint all the cells of this corridor and return to its original position.


13. In a row of ten cells to the right of the Robot, some cells are painted over.

WITH leave the algorithm that paints the cells:

a) below each filled cell;

b) above and below each filled cell.


14. What can you say about the correctness of the following fragment of the algorithm?

nc bye the cell is painted over

IF right freely THEN

to the right; paint over

To
c

15. Write a program with which the Robot can enter cell B in all three labyrinths.


16. Write a program following which the Robot will be able to walk along the corridor from the lower left corner of the field to the upper right. The corridor is one cell wide and stretches in the left-bottom-right-up direction. An example of a possible corridor is shown in the figure.

Z

adachi GIA


  1. Corridor 1. The robot is somewhere in a vertical corridor. None of the cells in the corridor are painted over. Make up an algorithm, under the control of which the Robot will paint over all the cells of this corridor and return to its original position.

  1. TO
    Necessary

    Given
    oridor2. The robot is in the upper cage of a narrow vertical corridor. The width of the corridor is one cell, the length of the corridor can be arbitrary.

A possible variant of the initial location of the Robot is shown in the figure (the Robot is designated by the letter "P")

Write an algorithm for the Robot that paints all the cells inside the corridor and returns the Robot to its original position. For example, for the above picture, the Robot should paint over the following cells (see picture):


  1. The endless field has a long horizontal wall. The length of the wall is unknown. The robot is in one of the cages directly above the wall. The initial position of the Robot is also unknown. One of the possible positions:
H


Necessary

Given
Write an algorithm for the Robot that paints all the cells located above the wall and adjacent to it, regardless of the size of the wall and the initial position of the Robot. For example, for the above picture, the Robot must paint over the following cells:

The final position of the Robot can be arbitrary. When executing the algorithm, the Robot should not be destroyed.



  1. The endless field has a long vertical wall. The length of the wall is unknown. The robot is in one of the cages directly to the right of the wall. The initial position of the robot is also unknown. One of the possible positions of the robot is shown in the figure (the robot is marked with the letter "P"): Write an algorithm for work that paints all the cells adjacent to the wall: on the left, starting from the top unpainted and after one; on the right, starting with the bottom filled in and through one. The robot must paint only cells that meet this condition. For example, for the above picture, the robot must fill in the following cells (see picture): The final position of the robot can be arbitrary. The algorithm must solve the problem for an arbitrary wall size and any valid starting position of the robot. When executing the algorithm, the Robot should not collapse.


Write an algorithm for the Robot that fills in all cells located to the left of the vertical wall and above the horizontal wall and adjacent to them. The robot must paint only cells that meet this condition. For example, for the above picture, the Robot should paint over the following cells (see picture).


H Write an algorithm for the Robot that paints the cells adjacent to the wall, top and bottom, starting from the left and after one. The robot must paint only cells that meet this condition. For example, for the given figure a) The robot must paint over the following cells (see Fig. B).

The final position of the Robot can be arbitrary. The algorithm must solve the problem for an arbitrary wall size and any valid starting position of the Robot.



R

  1. The endless field has a long vertical wall. The length of the wall is unknown. The robot is in one of the cages located directly to the left of the wall. The initial position of the robot is also unknown. One of the possible positions of the robot is shown in the figure (the robot is marked with the letter "P"):
Write an algorithm for work that paints all the cells adjacent to the wall:

  • everything on the left;

  • on the right, starting from the top unpainted and through one.
The robot must paint only cells that meet this condition.

B
1102_GIA2011

The endless field has two horizontal walls. The length of the walls is unknown. The distance between the walls is unknown. The robot is located above the bottom wall in the cage, located at its left edge. Write an algorithm for the Robot that fills in all cells located above the bottom wall and below the top wall and adjacent to them. The robot must paint only cells that meet this condition. For example, for the above picture, the robot should paint over the following cells (see picture):

The final position of the robot can be arbitrary. The algorithm must solve the problem for an arbitrary size of the field and any acceptable location of walls within a rectangular field. When executing the algorithm, the Robot should not collapse.


V
1103_GIA_2011


There is a horizontal wall on the endless field. The length of the wall is unknown. A vertical wall of unknown length also extends downward from the right end of the wall. The robot is located above a horizontal wall in a cage located at its left edge. The figure shows one of the possible ways to arrange the walls and the Robot (the Robot is marked with the letter "P").

Write an algorithm for the Robot that fills in all cells located above the horizontal wall and to the right of the vertical wall and adjacent to them. The robot must paint only cells that meet this condition. For example, for the above picture, the Robot should paint over the following cells (see picture).

1 lesson

The simplest algorithm.

Open the program "Idol" Fig. 1

Fig. 1

Using from the menu bar "Program → Open program → 1 Example.kum", 1 example will appear in the algorithm field Fig. 2

Fig. 2

Click to execute F9 at the same time, the entry will appear in the execution line Fig. 3 , in response to this you need to enter a number, for example 5 and press"Enter" Fig.4

Fig. 3 Fig. 4

Enter the second number, for example 7 and press"Enter" Fig.5 the algorithm is done!

Fig. 5

Clear the field of the algorithm "Program → New program" - the field is cleared.

The algorithm name can be any set of characters:

Names are used for values, tables, algorithms, and executors. The name is the sequence

words separated by spaces. The first word of a name must not start with a number. Neither

one of the words should not be a keyword.

Examples of names: m, weather for tomorrow, November 7, Seventh November, house_57b.

Examples of invalid names:

Alpha beta ("-" is not a valid character)

Alpha or omega (or - keyword)

Types of quantities

The quantities, with which the Kumir program works, are subdivided into several types.

The value of each type can take on its own set of values. The following types of values ​​are provided in the Kumir language:

intact - takes integer values ​​from -2147483647 to 2147483647

things - takes real values ​​between and

log - takes on the values ​​yes or no (internal representation - yes = 1, no = 0)

Sim - the value can be any literal character (almost any character)

litas - the value can be a string of literal characters

The types of wholes and things are called numeric; types sim and litas - text.

The Kumir language contains built-in functions for converting numeric types into text

vye and vice versa. If necessary, values ​​of integer type are automatically converted into real values, and symbolic ones - into text ones. To convert real

values ​​to integers, the int built-in function is used

In the first lessons, we will consider only the first two.

Description of quantities:quantities are described next to the keyword early

Start int j, k, n, things s

Mathematical operations

Operation or function name

Record form

addition

subtraction

multiplication

division

exponentiation

square root

absolute value

number sign

sinus

cosine

tangent

cotangent

arcsine

arccosine

arctangent

arc cotangent

natural logarithm

decimal logarithm

degree of number e

minimum of numbers x and y

maximum of x and y

remainder after dividing x by y

quotient of x by y

integer part of number x

random number in the range from 0 to x

x + y

x - y

x * y

x / y

x ** y

sqrt (x)

abs (x) and iabs (x)

(-1, 0, or 1) sign (x)

sin (x)

cos (x)

tg (x)

ctg (x)

arcsin (x)

arccos (x)

arctg (x)

arcctg (x)

ln (x)

lg (x)

(e. 2. 718181) exp (x)

min (x, y)

max (x, y)

(x, y are integers) mod (x, y)

(x, y are integers) div (x, y)

int (x)

rnd (x)

Compilation of algorithms.

  1. Create the simplest algorithm for calculating the arithmetic mean of 3 numbers. Data is entered from the keyboard.

alg mean

start intact a, b, c, thing d

input a; input b; input c

d: = (a + b + c) / 3

output "d =", d

con

  1. Create a program for finding the hypotenuse in a right-angled triangle using the legs entered from the keyboard. (remind)

alg hypotenuse

start intact a, b, thing c

input a; input b

c: = sqrt (a * a + b ** 2)

output "with =", with

con

  1. Create a program for calculating the sine angle specified from the keyboard (recall that sin α must be converted to a radian measure: where pi = 3.14

alg sine

start intact, thing pi, s

pi: = 3.14

input a

c: = sin (a * pi / 180)

output "sine =", with

con

  1. Calculate the area of ​​a trapezoid from the two bases entered from the keyboard and the height (remind S =)

alg trapezoid

start intact a, b, h, thing s

Input a, b, h

S: = (a + b) * h / 2

Output "s =", s

con

in the last example, notice the line input a, b, h variables must be entered through a space, after the last press "Enter"

For an independent solution:

(enter the values ​​of variables from the keyboard)

Additionally:

  1. convert inches to mm if 1 inch = 2.54 mm
  2. convert km / h to m / s (multiply by 1000, divide by 3600)
  3. convert hours into seconds.
  4. Calculate body speed ( v = S / t)
  5. calculate the area and perimeter of a rectangle with sides a, b
  6. calculate the volume of a rectangular prism.
  7. calculate the area of ​​a circle
  8. calculate the area of ​​a triangle on 3 sides (Heron's formula)
  9. calculate the hypotenuse of a right triangle

Size: px

Start showing from page:

Transcript

1 Working with the Kumir programming system (Set of Educational Worlds) 1. Installing Kumir 2. Getting to know the performer Robot 3. Basic commands of the performer Robot 4. Cycles, conditions, examples of problem solving. 5. Tasks for independent work 1. Installing Kumir To install the Kumir programming system, you must first go to the official website of the developers of this system and download the installation distribution. The site is located at: And it looks like this: If you click on the inscription highlighted in a red rectangle, the download of the installer of the current version of the program will start. This is how the downloaded file will look like: Launch the installation: 1. Click "Next" 2. Click "Accept"

3 Find the program shortcut on the desktop or in the Start menu and try to launch the Kumir environment: 2. Getting to know the performer Robot Robot is one of the algorithm performers available in the Kumir programming system. To open the robot window, you need to click on the button on the toolbar shown below in the screenshot: The following window should open: As you can see, the robot "lives" on a rectangular field divided into cells. The robot itself is a small diamond in the center of this field. This field is called in another way the starting environment of the robot and now we will learn how to change it.

4 So, go to the menu "Tools" - "Edit the starting environment of the robot". The following window should open: As you can see from the "help" section, to add obstacles to the robot's field, you need to click on the border between the cells, and to move the robot, you need to left-click on it and drag it to another place. Let's try to change the situation as follows:

5 Now it remains to maintain this environment. We select the menu item "Environment" - "Save as start" And select an arbitrary folder for saving and the name of the file, press "save": Now, if you open the current environment of the robot again, we will see that changes have occurred: Please note that if open blue field, then you change the starting environment of the robot. If the field is green, then this is the current field for working with the robot. Don't confuse them!

6 3. Basic commands of the performer Robot Note: to learn how to work well with the robot, type and follow all the algorithms given in this manual. As we determined earlier, a robot is an executor of algorithms. And like every performer, he has his own command system. That is, a set of commands that the robot understands. Here are the basic commands of the robot: up and down left right paint moves the robot one cell up moves the robot one cell down moves the robot one cell to the left moves the robot one cell to the right paints the cell in which the robot is standing As you already understood, the first 4 commands are needed to move the robot around the field. So let's try these commands in action. In Kumir we will write the following text (dots in lines 4, 5, 6 are set automatically): The "Use Robot" command allows us to indicate to the Kumir system that we will work with a robot executor. If we do not write this command, Kumir will not be able to recognize the commands that we will enter. The notation alg start is also required and denotes: algorithm, start, end. We will write all the commands of our algorithm for the robot between the keywords start and end.

7 So, let's implement the simplest algorithm for a robot. Please note that if the commands are written correctly, then they are highlighted in blue. (you cannot write the commands "down", "right" or "up", be careful!). You can execute the algorithm in two ways: 1. Execute one command of the algorithm step by step and stop 2. Continuously execute all commands of the algorithm at once. Let's try to start the continuous execution of the algorithm, the robot will move to the final position:

8 To understand how the robot "walks", you can try step-by-step execution: to do this, press the F8 key or select the "Execution" - "STEP" menu item. The robot made 2 commands "to the right" and stopped at the command "down". If you press F8 again (one step of the algorithm), the robot will step down and stop at the next command. Thus, by pressing F8 many times, we can complete all the steps of the algorithm. Please note that the execution of the algorithm always starts from the point at which the robot originally stood. Let's try the following algorithm: The robot was standing in the upper left corner of the rectangle. After continuous execution of the algorithm, he will paint over 3 cells and end up in the cell indicated in the screenshot.

9 What happens if we try to step "up" from the starting position, that is, go "into the wall"? As you can see in the screenshot above, the robot crashed because it can't go through walls. Algorithms in which the robot crashes (no matter what wall) are considered faulty. 4. Cycles, conditions, examples of problem solving In the Kumir environment it is possible to change the size of the starting environment. We can reduce the number of cells on the robot's field, as well as increase them. You can also imagine an endless field for a robot and solve problems on it. Let's say there is a starting environment, as shown in the screenshot below: Problem 1: The robot is located on the field opposite a vertical wall, to the left of it, the size of the field and the distance to the wall are unknown. It is necessary to reach the wall by the robot. Obviously, it is impossible to solve this problem simply by writing many successive commands "to the right", because the robot will either crash against the wall, or will not reach it. It is impossible to guess this, since the distance to the wall is unknown.

10 But from the condition of the problem, it can be understood that we need to go with the robot to the right until we meet a wall. That is, we need to execute the command to the right many times, but stop when we meet a wall on the way. The “bye” loop will help us with this. Note that we have a new algorithmic loop structure in our algorithm. Let's see how it works. nts while the beginning of the cycle "bye" on the right is a free condition that checks whether the cell on the right is free. If there is no wall between the current cell and the adjacent cell to the right, then the condition is true (returns the value "yes"), otherwise - the condition is incorrect (returns "no"). kts the end of the cycle The cycle is performed as follows: 1. The condition "right is free" is checked (ie there is a wall on the right or it is not) 2. If the condition is true, we make commands written between nts and kts. If not, go to the command written after kts 3. Return to check the condition In the initial position, the robot has a free cell on the right, so the condition is true (the inscription “yes”) and the robot executes the command “to the right”. Obviously, the robot will stop in a cage that is adjacent to the wall (the condition will become incorrect), that is, it will reach it. Similarly, you can solve the problem of moving to the wall from above, walls to the left and walls from below on an infinite field. To do this, you just need to change the command of the condition.

11 The following checks are available to the robot: left free right free bottom free top free These commands, as well as movement commands, refer to the robot's command system. Please note that the commands “top free”, “bottom free”, or any other commands other than those above will be invalid. As with the movement commands, the correctness of the spelling of the conditions can be tracked by the highlighting of the font in blue. Task 2: The robot walk around the rectangle from the inside and paint over all the cells adjacent to the walls (initial position of the robot: upper left corner). Starting position Algorithm "to reach the bottom wall" Algorithm "to reach the bottom wall and paint over" Think why the last cell was not painted over?

12 Algorithm “reach the bottom wall and paint over, reach the right wall and paint” Similarly, add cycles for the other two walls. The problem has been solved. Problem 3: Given the starting environment, shown in the screenshot below. Walk the robot along the corridor, painting over only those cells that have a lower wall. We know how to implement the algorithm for moving to the right wall. Let's write and execute it:

13 Now let's think about how to paint over the cells that have a bottom wall. If we just add the "paint" command to the cycle, then the robot will paint over all the cells for us: And we need to paint over only with the condition that there is a wall below. Let's see how to add such a condition to the algorithm: The if-then-all command is called a conditional (conditional operator) and allows you to perform either one action or another by condition. Let's take a closer look at the condition “not free from below”? What does it mean? The command "free from bottom" checks whether the bottom is free and if it is free it returns "yes", otherwise "no". This is NOT a negation of this command. That is, "not free from below" checks whether there is a wall below. And if there is a wall (not free from below), then it returns "yes", otherwise "no". As a result, the "paint" command is executed only when the wall is below. This is what we needed. Problem 3.1: The task is the same as in the previous task, but you need to paint over only those cells that have both the lower and upper walls. To do this, we will write a complex condition (of two simple ones, connected by the union and).

14 Algorithm execution: The robot painted over only those cells where both conditions “not free from below” and “not free from above” are satisfied, that is, cells that have a wall above and below. Problem 3.2: The starting environment is the same, but it is necessary to paint over the cells that have at least one wall above or below (or both together). To do this, we use the "or" command between the conditions: Note that the robot did not paint over only those cells that have neither the lower nor the upper wall. Operations are not, and, or are called logical operations and allow you to compose complex conditions from simple conditions. You can write these complex conditions both in the "nc bye" loop and in the "if-then-all" conditional operator.

15 5. Tasks for independent work: Note 1: In all tasks it is necessary to paint over the cells of the field as indicated in the column "task". The initial position of the robot is important and is indicated in the screenshots with the starting environment. Note 2: After you have written an algorithm that solves the problem, try to slightly change the starting stop without changing the essence of the problem (for example, to decrease or increase the corridor for example-problem 3) and again try to execute your algorithm. If everything works correctly in this case, then the problem is solved. For the sake of interest, try to find such starting conditions in which your algorithm will not work (otherwise the teacher will find them for you;) Starting setting Task The distance between the vertical walls is at least 2 cells. The final position of the robot does not matter The robot is in the middle of the horizontal wall. The final position of the robot is not important The final position of the robot is not important

16 The final position of the robot is not important The final position of the robot is not important The final position of the robot is not important Paint in the indicated cells and move the robot to the final position. Other starting environments can be taken from the demo versions of the GIA in informatics (or come up with yourself)


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1 Execution of algorithms for the performer Robot Answers to tasks are a word, phrase, number or sequence of words, numbers. Write down your answer without spaces, commas, or other extras

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Methodological planning of the system of lessons in the basic school Topic: Performers Objectives: Educational: to expand students' ideas about performers; - to master the system of commands, the environment of the performers, the Draftsman and the Robot.

162 Chapter 5. Control and algorithms 28 Graphic training executor The main topics of the paragraph: w the purpose and capabilities of the graphic executor (GRIS); simple GRIS commands; work in software

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For the introductory course with the use of performers, the Idol is used with the "Course Support Module" - the IPC, developed by DP Kirienko, Moscow. IPC support is included in stable versions of the Kumir system only starting from version 1.8.0. Idol versions prior to 1.8.0 do not contain course support.

For Windows system - install version 1.8.0 of the Kumir system from the developers site. Link: http://lpm.org.ru/kumir2/files/1.8.0/kumir-1.8.0.rev2565-windows-32bit-setup.exe
Versions of Idol before 1.8.0 do not contain the "Course Support Module", so version 1.8.0 is needed.

IPC launch

To open the IPC window, use the menu of the Kumir system "Tools" - "Workshop".

Archive of tasks for the executor Robot

Tasks for the performer Robot (0-16) are performed using the IPC. You need to download the archive with the tasks, open the file from the MPK vodoley.kurs.xml or robot.kurs.xml... This xml file contains job descriptions, problem conditions, links to algorithm templates, examples of starting conditions for testing, and testing algorithms.

The student must save the course in their working directory in a file named, for example, ivanov.work.xml... This file stores the texts of solutions created by the student, the results of checking his problems. Subsequently, the student must open his own work file. * .work.xml.

In the examples of starting situations, the letter “A” denotes the cell where the robot is before the execution of the algorithm, the letter “B” denotes the cell to which the robot must be moved, the asterisks in the lower right corner indicate the cells that the robot must paint over.

Instructions for completing tasks

To complete assignments at home by students and transfer completed assignments to school, there is