Hi Krish Thanks for all your comments. About the #initialize method, I think you are right, and some code refactoring would solve it. Also, about the #takeOff method, maybe the comments are not so explicative, but it just sends the take off command until the drone is actually flying. In practice, it sends it twice and then stops. The logic for the land command is very similar. They are designed that way to ensure the drone will take off or land after only one call of the corresponding method. Thanks for your advice on avoiding Float and Integer overrides, it would be cleaner to include the methods in the ARDrone package. Cheers Caro 2016-04-09 13:56 GMT-03:00 S Krish <[hidden email]>:
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In reply to this post by abergel
Hi Alex, I read your comment after I posted a response. I don't have so much experience to ROS, and none to PhaROS. But, are you saying that using Gazebo with the API would be somehow straight forward? 2016-04-10 12:15 GMT-03:00 Alexandre Bergel <[hidden email]>: Hi Hernan, |
In reply to this post by Carolina Hernández
Thanks for the reply Carolina, Alex and Serge. Cheers,2016-04-12 0:27 GMT-03:00 Carolina Hernández <[hidden email]>:
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In reply to this post by stepharo
Hi Stef, All communications with the AR.Drone are done via exchage of UDP and TCP packages between the drone's firmware and the client. Packages are sent by a Wifi network, which is managed by the drone's firmware. In addition to this, the firmware automates the flight manouvers (take off, roll, pitch, hover etc.), sends a navigation data stream, and a video stream. The client can control the drone's movement and configuration by sending 'AT commands', whose structure is specified in the AR.Drone developer guide. I'm now sure if I answered your question. If I didn't please let me know. Thanks for your interest AR.Drone developer guide: https://abstract.cs.washington.edu/~shwetak/classes/ee472/notes/ARDrone_SDK_1_6_Developer_Guide.pdf 2016-04-09 15:12 GMT-03:00 stepharo <[hidden email]>: Hi |
In reply to this post by Carolina Hernández
Gazebo/PlayerStage define a common API to control robots. This API is also implement in the Gazebo simulation engine. Please have a look to my PlayerST code. Sent from my iPhone
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In reply to this post by Ronie Salgado
Hi Ronnie, that's is really nice! I'm talking to you in private 2016-04-10 7:05 GMT-03:00 Ronie Salgado <[hidden email]>:
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In reply to this post by abergel
I did! Thanks a lot 2016-04-10 12:16 GMT-03:00 Alexandre Bergel <[hidden email]>: This is really cool! |
In reply to this post by Ronie Salgado
Ronie
There is no configurationOfOSWindow? Because loading package one by one does not work and we have the solution. A configuration. Then if you do not do it. Who will do it? Me without knowing what you did? If you want that people review the code then it should be easy for them to review it. Can you enter a bug entry? Stef Le 10/4/16 12:05, Ronie Salgado a
écrit :
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In reply to this post by Carolina Hernández
Hola Hernan, I first want to get LRP working with the drone (more on LRP also on http://pleiad.cl/LRP ). The philosophy of LRP is to do as much as possible on real hardware for a fast development cycle, so simulation of the drone is a very low priority right now. Carolina told me there are more features inside the drone, for augmented reality stuff if I remember correctly. So we will first investigate that to see if we can get more features inside LRP, because that sounds really cool.
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In reply to this post by Carolina Hernández
I agree with Krish that the code is well done, plus the documentation is very complete, I like that a lot!
Yes, I would move both block definitions to their separate methods, that should make the code more readable.
For me at least the comment in takeOff is clear.
Indeed, I think it would be better to have these on ARDCommandManager, as it is the only place they are used and furthermore don’t rely on private state of Float or Integer. ---> Save our in-boxes! http://emailcharter.org <---
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In reply to this post by Carolina Hernández
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Johan Fabry - http://pleiad.cl/~jfabry PLEIAD and RyCh labs - Computer Science Department (DCC) - University of Chile |
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