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Table of Contents

Blocks

Each VEXcode VR program should begin with a starter block, usually the hat-shaped block. The blocks below explain the shape, purpose, and use of each block.

Hat Block

Stack / Command Block

C-Block

Reporter / Oval Block

Boolean / Hexagonal Block

Repeat Block

Wait Until Block

If Then Block

Important: The if then block is C-shaped. Only the condition placed inside it is hexagonal because that condition reports TRUE or FALSE.

Forever Block

Drive Forward Block

Concepts

Sequence

The sequence of code matters because the robot follows commands from top to bottom in the exact order they are connected. A turn placed before a drive command produces a different result than a turn placed after it.

Parameters

A parameter is an editable input, such as a number, distance, speed, or direction, that changes how a command behaves. For example, changing a drive distance from 200 mm to 500 mm makes the robot travel farther.

Loops / Iteration

Loops, such as repeat and forever, run a group of blocks more than once. Iteration means one pass through the repeated instructions. Loops save time because the same commands do not need to be copied many times.

Sensors

Sensors collect information about the robot’s environment. For example, the Distance Sensor, Bumper Sensor, Eye Sensor, and Gyro provide information that the program can use to make decisions.

Booleans & Conditions

A Boolean condition has only two possible answers: TRUE or FALSE. Hexagonal blocks often represent these conditions, such as whether a bumper is pressed or whether an eye detects a color.

Sense → Think → Act

This is the basic robotic process. The robot senses information, thinks by checking a condition or making a comparison, and acts by running a command such as driving or turning.

Comparisons

Comparison blocks use symbols such as <, >, and = to compare values. The result is a Boolean answer. For example, distance < 100 is TRUE when an object is closer than 100 millimeters.

Coordinates

VEXcode VR playgrounds use a two-dimensional coordinate system. The X-axis measures left and right, and the Y-axis measures forward and backward. A location can be described with an X-coordinate and a Y-coordinate.

Conditionals

Conditionals, such as if then and if then else, let a program choose what to do based on a condition. This allows the robot to react differently in different situations.

Patterns

A pattern is a behavior that repeats or follows a recognizable structure. Recognizing patterns helps you design algorithms, choose useful loops, and avoid writing the same commands repeatedly.

Vocabulary

VR Robot, Playground **Definition:** A **VR Robot** is a virtual robot that can be programmed to move, sense, and act. A **Playground** is the virtual arena where the VR Robot runs its program. **In My Own Words:** The VR Robot is the character I control with code, and the Playground is the virtual world where it drives and completes challenges. **Example:** I can program the VR Robot to drive through a maze in the Playground.
Programming Language, Project **Definition:** A **Programming Language** is a system for writing instructions that a computer or robot can understand. A **Project** is the saved collection of code and settings used to solve a task. **In My Own Words:** The programming language is how I communicate with the robot, and the project is the complete piece of work I create and save. **Example:** I can use VEXcode Blocks as the programming language in a project that makes the VR Robot collect objects.
Behavior, Command **Definition:** A **Behavior** is something the robot does, such as moving or turning. A **Command** is one instruction that tells the robot to perform an action. **In My Own Words:** A command is a single direction, and a behavior is the action or result I see when the robot follows one or more commands. **Example:** The command `drive forward for 200 mm` creates the behavior of the robot moving forward.
Drivetrain **Definition:** The **Drivetrain** is the part of the VR Robot that controls movement, including driving forward, driving backward, and turning. **In My Own Words:** The drivetrain is the robot's movement system. I use drivetrain blocks whenever I want the robot to travel or change direction. **Example:** A drivetrain command can make the robot drive forward 300 millimeters and then turn right.
Loop, Iteration **Definition:** A **Loop** repeats a group of instructions. An **Iteration** is one time through the instructions inside the loop. **In My Own Words:** A loop is the repeat instruction, while an iteration is each individual repeat that actually happens. **Example:** A `repeat (3)` loop has three iterations of the blocks inside it.
Sensor, Bumper Sensor **Definition:** A **Sensor** detects information about the robot or its environment. A **Bumper Sensor** detects whether the robot's bumper is being pressed. **In My Own Words:** Sensors help the robot learn what is happening. The Bumper Sensor is like a touch switch that answers whether the robot has bumped into something. **Example:** If the Bumper Sensor is pressed, the program can stop the robot and turn it away from the wall.
Boolean, Condition, TRUE/FALSE **Definition:** A **Boolean** is a value that can only be `TRUE` or `FALSE`. A **Condition** is a question or statement that produces a Boolean result. `TRUE` means the condition is correct or happening, while `FALSE` means it is not. **In My Own Words:** The program checks a condition like a yes-or-no question. The answer is either `TRUE` or `FALSE`, and the program can use that answer to decide what to do. **Example:** A Bumper Sensor can be used to check whether the bumper is pressed. `Pressed = TRUE` `Not pressed = FALSE`
Distance Sensor, Threshold **Definition:** A **Distance Sensor** measures how far an object is from the robot. A **Threshold** is a chosen limit used to decide when something should happen. **In My Own Words:** The distance sensor tells the robot how far away something is, and the threshold is the cutoff number used for a decision. **Example:** If the distance sensor reads less than the threshold of 100 millimeters, the robot can stop.
Coordinate Plane, X-axis, Y-axis, X-coordinate, Y-coordinate **Definition:** A **Coordinate Plane** is a grid used to describe locations. The **X-axis** runs left and right, and the **Y-axis** runs forward and backward. An **X-coordinate** gives a location's position on the X-axis, while a **Y-coordinate** gives its position on the Y-axis. **In My Own Words:** The coordinate plane is the map. The X-coordinate tells how far left or right a point is, and the Y-coordinate tells how far forward or backward it is. **Example:** The location `(200, -100)` has an X-coordinate of `200` and a Y-coordinate of `-100`.
Location Sensor **Definition:** A **Location Sensor** reports where the VR Robot is on the Playground, including its X-coordinate, Y-coordinate, and often its direction. **In My Own Words:** The location sensor works like a map for the robot. It lets the program check where the robot is and decide where it should go next. **Example:** The robot can drive until its X-coordinate is greater than 500, then stop.
Comment **Definition:** A **Comment** is a note in a program that explains the code but does not make the robot perform an action. **In My Own Words:** A comment is a reminder for people reading the project. It can explain what a group of blocks is supposed to do. **Example:** `// Drive to the first wall` explains the next part of a program without changing how the robot runs.
Eye Sensor **Definition:** The **Eye Sensor** detects visual information, such as colors, objects, and whether the robot can see an object in front of it. **In My Own Words:** The Eye Sensor is the robot's camera-like sensor. It helps the robot react to colors and objects that it sees. **Example:** If the Eye Sensor detects green, the robot can turn left.
Conditional Statement **Definition:** A **Conditional Statement** tells a program to run different instructions depending on whether a condition is `TRUE` or `FALSE`. **In My Own Words:** A conditional is a decision in the code: if something is true, do one action; otherwise, do nothing or do a different action. **Example:** `if distance < 100, then stop` is a conditional statement because the robot stops only when the condition is true.

Markdown Style Guide for Coding Notebooks

Follow this guide to keep your coding notebook clear, consistent, and professional.

This ensures your notes are easy for you and others to read later.


Headings

When to use: Organize your notebook into sections, such as days, topics, or projects.

Example:

My Coding Notebook

Day 1

Notes

Practice

Text Formatting

Use bold for key terms or definitions, italics for emphasis or side comments, and inline code for keywords, functions, or commands.

Example:

Class = a blueprint for objects

Remember: always test your code

Use System.out.println() to print.

Code Blocks

Use fenced code blocks with a language name whenever you write multiple lines of code. Use inline code for short snippets.

Example:

public class Hello {
    public static void main(String[] args) {
        System.out.println("Hello World!");
    }
}

Lists

Use numbered lists for sequences or steps and bulleted lists for unordered ideas.

  1. Define the class.
  2. Write the main method.
  3. Test your program.

Checklists

Use checklists to track progress on assignments or tasks.

Blockquotes

Use blockquotes for notes, reminders, or teacher comments.

💡 Remember: Loops repeat code until a condition is false.

Tables

Use tables to compare values, track progress, or organize data neatly.

Task Status Notes
Homework 1 Done Submitted
Homework 2 Pending Needs review

Use links and images when they help explain an idea.

Java Docs

Markdown Logo

To make an image a link, put <a href="website address"> before the image and </a> after it.

Collapsible Sections

Use collapsible sections to hide solutions or extended notes.

Example:

Click to reveal solution `System.out.println("Answer: 42");`

Footnotes

Use footnotes for references or side notes without cluttering the page.

This concept is related to object-oriented programming.1

Style Rules

Bottom Line

Keep it simple, consistent, and clear.

  1. See “Objects and Classes” in your textbook. ↩