doc/signaltype: group units by type

There are now quite a few units, so organize them by physical category.
This commit is contained in:
Laurens Valk
2020-01-14 21:12:00 +01:00
parent c1255e6b95
commit 4546f2b548
+75 -58
View File
@@ -1,12 +1,12 @@
Signals and Units
=================
Units
~~~~~~
Many commands allow you to specify arguments in terms of well-known physical
quantities. This page gives an overview of each quantity and its unit.
Time
~~~~~~
.. _time:
time: ms
@@ -18,6 +18,9 @@ For example, the duration of motion with :meth:`run_time
the time values returned by the :class:`StopWatch <.tools.StopWatch>` are
specified in milliseconds.
Angles and angular motion
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
.. _angle:
angle: deg
@@ -52,6 +55,22 @@ use the following table to convert between commonly used units.
| 1 rpm = | 6 | 1 |
+-----------+-------+-----------+
rotational acceleration: deg/s/s
--------------------------------
Rotational acceleration, or *angular acceleration* describes how fast the
rotational speed changes. This is expressed as the change of the number of
degrees per second, during one second (deg/s/s). This is also commonly written
as :math:`deg/s^2`.
For example, you can adjust the rotational acceleration setting of a
:meth:`Motor <.builtins.Motor.set_run_settings>` to change how smoothly or
how quickly it reaches the constant speed set point.
Distance and linear motion
~~~~~~~~~~~~~~~~~~~~~~~~~~~
.. _distance:
distance: mm
@@ -79,24 +98,11 @@ following table to convert between commonly used units.
dimension: mm
-------------
Dimensions are expressed in millimeters (mm) whenever possible, just like
Dimensions are expressed in millimeters (mm), just like
distances.
For example, the diameter of a wheel is measured in millimeters.
.. _relativedistance:
relative distance: %
---------------------
Some distance measurements do not provide an accurate value with a specific
unit, but they range from very close (0%) to very far (100%). These are
referred to as relative distances.
For example, the distance value of the :meth:`InfraredSensor
<.ev3devices.InfraredSensor.distance>` is a relative distance.
.. _linspeed:
speed: mm/s
@@ -120,17 +126,46 @@ smoothly or how quickly it reaches the constant speed set point.
.. _acceleration:
rotational acceleration: deg/s/s
--------------------------------
Approximate and relative units
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Rotational acceleration, or *angular acceleration* describes how fast the
rotational speed changes. This is expressed as the change of the number of
degrees per second, during one second (deg/s/s). This is also commonly written
as :math:`deg/s^2`.
.. _percentage:
For example, you can adjust the rotational acceleration setting of a
:meth:`Motor <.builtins.Motor.set_run_settings>` to change how smoothly or
how quickly it reaches the constant speed set point.
percentage: %
--------------
Some signals do not have specific units. They range from a minimum (0%) to a
maximum (100%). Specifics type of percentages are :ref:`relative distances
<relativedistance>` or :ref:`brightnesses <brightness>`.
Another example is the sound :meth:`volume <.builtins.Speaker.set_volume>`,
which ranges from 0% (silent) to 100% (loudest).
.. _relativedistance:
relative distance: %
---------------------
Some distance measurements do not provide an accurate value with a specific
unit, but they range from very close (0%) to very far (100%). These are
referred to as relative distances.
For example, the distance value of the :meth:`InfraredSensor
<.ev3devices.InfraredSensor.distance>` is a relative distance.
.. _brightness:
brightness: %
--------------
The perceived brightness of a light is expressed as a percentage. It is 0% when
the light is off and 100% when the light is fully on. When you choose 50%, this
means that the light is perceived as approximately half as bright to the human
eye.
Force
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
.. _force:
@@ -151,36 +186,8 @@ following table to convert to and from other units.
| 1 lbf = | 4448 | 4.448 | 1 |
+---------+------+-------+-----------------------------+
.. _percentage:
percentage: %
--------------
Some signals do not have specific units. They range from a minimum (0%) to a
maximum (100%). Specifics type of percentages are :ref:`relative distances
<relativedistance>` or :ref:`brightnesses <brightness>`.
Another example is the sound :meth:`set_volume <.builtins.Speaker.set_volume>`,
which ranges from 0% (silent) to 100% (loudest).
.. _brightness:
brightness: %
--------------
The perceived brightness of a light is expressed as a percentage. It is 0% when
the light is off and 100% when the light is fully on. When you choose 50%, this
means that the light is perceived as approximately half as bright to the human
eye.
.. _frequency:
frequency: Hz
--------------
Sound frequencies are expressed in Hertz (Hz).
For example, you can choose the frequency of a :meth:`beep
<.builtins.Speaker.beep>` to change the pitch.
Electricity
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
.. _voltage:
@@ -214,6 +221,18 @@ power: mW
Power is the rate at which energy is stored or consumed. It is expressed in
milliwatt (mW).
Ambient environment
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
.. _frequency:
frequency: Hz
--------------
Sound frequencies are expressed in Hertz (Hz).
For example, you can choose the frequency of a :meth:`beep
<.builtins.Speaker.beep>` to change the pitch.
.. _temperature:
temperature: °C
@@ -223,8 +242,6 @@ Temperature is measured in degrees Celcius (°C). To convert to degrees
Fahrenheit (°F) or Kelvin (K), you can use the following conversion formulas:
.. math::
:nowrap:
\begin{eqnarray}
°\!F & = & °\!C \cdot \frac{9}{5} + 32\\
K & = & °\!C + 273.15