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