Say hello to the robotic arm bartender, your perfect partner to keep them chilled drinks cominâ! Follow step-by-step instructions to build it and code it in PictoBlox

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Say hello to the robotic arm bartender, your perfect partner to keep them chilled drinks cominâ! Follow step-by-step instructions to build it and code it in PictoBlox

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âI still remember regions.â
As poetic as this quote by Bill Atkinson, a programmer who was part of the original Macintosh development team, is, it doesnât refer to the visualization of flowing fields of grass as far as the eye deep within oneâs memory. Bill Atkinson was in charge of the graphical user interface (GUI, for those of us in the know!) for the Apple Lisa of 1983.
Nonetheless, itâs still a fascinating story! And one that we can learn a lot about in the graphical programming field--knowing where what we do came from can help us to see where itâs going and where we need to work to continue evolving our trade. The anecdote is told by Andy Hertzfeld, a fellow developer on the original Apple Macintosh alongside Bill Atkinson and can be found here:Â http://www.folklore.org/ProjectView.py?project=Macintosh&index=0&topic=QuickDraw&sortOrder=Sort+by+Date&detail=Show+Everything . The source code for QuickDraw and its associated painting software, MacPaint (Think Microsoft Paint but earlier and for Macintosh!) was released for the public to view in 2010--analyzing it and seeing how things were done originally with two buffers to give an undo is fascinating! Itâs also where the âMarching antsâ for selections in graphical programs originated, as it turns out. Itâs amazing to think that these things that we see everywhere now originally started with just MacPaint. The source code can be found and downloaded here for those interested: http://www.computerhistory.org/atchm/macpaint-and-quickdraw-source-code/ Just a bit of programming history for ya. :)
TensorFlow is an Open Source Software Library for Machine Intelligence
I'm in awe.
Graphical programming is such a mentally challenging task, at least to me right now. How in the sweet fuck did people ever evolve it to the point that video games are at right now? Like, I know a lot of it is building on engines that make it easier kind of like how Photoshop has a shit ton of bells and whistles to makes things a hell of a lot easier than MS Paint, but that hard to start somewhere and compared to making 2D forms react to mouse positioning in very specific ways like I'm doing right now, all the intricacies of physics engines and 3D models with huge polygon counts and making collision boxes work correctly and the endless other things that go into making a game work, that shit is INSANELY impressive. I can't even imagene what the source code for something like Minecraft would look like, which I believe is written in JavaScript. And I don't know if you can really even start to imagine how complex everything that's going on really is until you're doing the basic shit like this.
NI LabVIEW is a mature graphical programming (a.k.a visual programming) environment used for measuring and control in scientific experiments.
It has particularly good support for writing mutli-threaded or multi-process code and makes it much more obvious what's 'going on' (or going to go on) than comparable code written in a traditional text-based programming language.
Due to its accessibility, NI LabView technology was also selected by Lego to be used as the basis of its Mindstorms robotics programming software.
Presumably because of its heritage, I think that the LabVIEW language shows data flow more clearly than execution flow, although both are visible.
This is one of the areas where MindTrains will need careful design, as the metaphor strongly shows the execution flow, but representing changes to data and variables is less obvious.

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