Introduction to programming with Fable

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How to get started. You need a dongle and a joint module (the actual robot) as shown on the right. Put the dongle in the computer, open the Fable programme and switch on the joint module on the page. The joint modul and the dongle needs to be in the same colour to communicate. The Fable programme is a block programming software, which opens in a simple version as standard. The programme can also be switched to a more advanced version ( full version). It can also run in a python version, but this is not relevant for this tutorial. The Fable programme is based on Google Blockly, which involves putting together blocks to make the robot perform a number of different actions. 1

Overview of Fable Block programming Exercise 1: Brief light signal Create a programme that makes the robot light up briefly, such as in a red colour. Hint: find this block You will need the module s ID (find it on the side of the joint module). Start the programme by clicking on this button: Can you get the module to light up in different colours? Exercise 2: Long light signals Create a programme that makes the robot light up forever Hint: find this block: Stop the programme with this button: Exercise 3: Changing colour Create a programme that makes the robot module flash between two colours, such as red and green. Hint: find this block and use it with the other blocks: Try to get the one colour to flash briefly and the other colour to flash for a long time. 2

Exercise 4: Movement Create a programme that makes the joint module s motors move into a specific position. Hint: find this block (the numbers are the angle of the motor from -90 to 90 degrees): E.G: Make Fable perform more movements by clicking several move-blocks together remember waitblocks in between. This shows you how the angle on the motor should be understood: 3

Exercise 5: Movement Create a programme that makes the module s motors move between two different angles. Back and forth repeatedly until you stop the programme. Try combining the move motor to block with the loop block below: Fact box! Remember that Fable does not understand two commands at the same time. If you want Fable to walk from side to side, you need to insert breaks in your programme so that Fable understands what it should do first. 4

Exercise 6: Terms Create a programme that makes the module light up in a colour, such as red, if you click on the space key. Hint: find this block: You also need this block: Once you have made the module light up, you can try to add a command to one of the other arrow keys so that Fable can, for example, change colour on a space, but also move with the up key. For this you need the blocks you find by clicking on the cogwheel in the left-hand corner of the if-block. NB: You need to drag the else block and place it under if : Once Fable lights up and moves, you can add your own commands to the rest of the arrow keys. 5

Exercise 7: Variables Let s take a look at variables. In this exercise, you need to combine your knowledge about terms from exercise 6 or use the terms together with a variable. First, switch to the full version of the programme: Now you can create a new variable, which you call X: Then set the value of X to 5 (find the number-block in the Math-section). Under variables in the menu, you will now see the block called X. By introducing a term, we can determine what happens if X exceeds a different number. In the example below, Fable will play a sound if X exceeds a value, which is in this example is 20. Try changing X s value and see what happens. Try setting X s value to greater or less than 20. Then enter an action, so there is a consequence if X is greater than 20 or of X is less than 20. 6

Happy programming! 7