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URBI
Urbi is an Open-source software, open-source cross-platform software computing platform written in C++ used to develop applications for robotics and complex systems. Urbi is based on the UObject distributed C++ component architecture. It also includes the urbiscript Orchestration (computing), orchestration language which is a parallel and event-driven script language. UObject components can be plugged into urbiscript and appear as native objects that can be scripted to specify their interactions and data exchanges. UObjects can be linked to the urbiscript interpreter, or executed as autonomous processes in "remote" mode. The urbiscript language The urbiscript language was created in 2003 by Jean-Christophe Baillie in the Cognitive Robotics Lab of ENSTA, Paris. It has been actively and further developed in the industry through the Gostai company founded in 2006. It is now an open source project, with a BSD license, available on GitHub. The urbiscript language can be best describ ...
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Aldebaran Robotics
Nao (pronounced ''now'') is an autonomous, programmable humanoid robot developed by Aldebaran (company), Aldebaran (formerly known as ''Aldebaran Robotics'', then ''SoftBank Robotics Europe'', the company has since reverted to its original name), a French robotics company headquartered in Paris. The robot's development began with the launch of Project Nao in 2004. On 15 August 2007, Nao replaced Sony's robot dog Aibo as the robot used in the RoboCup RoboCup Standard Platform League, Standard Platform League (SPL), an international robot soccer competition. The Nao was used in RoboCup 2008 and 2009, and the NaoV3R was chosen as the platform for the SPL at RoboCup 2010. Several versions of the robot have been released since 2008. The Nao Academics Edition was developed for universities and laboratories for research and education purposes. It was released to institutions in 2008, and was made publicly available by 2011. Various upgrades to the Nao platform have since been released ...
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Urbiscript
urbiscript is a programming language for robotics. It features syntactic support for concurrency and event-based programming. It is a prototype-based object-oriented scripting language. It is dynamic: name resolution is performed during the program execution ( late binding); slots (member variables) can be added/removed at runtime, and even prototypes ( superclasses) of an object can be changed at runtime. Memory management is performed by reference counting. Tightly bound to the Urbi platform it supports seamless integration of C++/Java components. Syntax and semantics Inspiration From the syntactical point of view, urbiscript belongs to the C-family of programming languages. Its prototype-based object-oriented design was influenced by the Self and the Io programming languages. It is designed to program, but also interact with robots; as such, it is influenced by Unix shells and other languages that provide a read-eval-print loop style interactive toplevel. ...
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Robotics Suite
A robotics suite is a visual environment for robot control and simulation. They are typically an end-to-end platform for robotics development and include tools for visual programming and creating and debugging robot applications. Developers can often interact with robots through web-based or visual interfaces. One objective of a robotics suite is to support a variety of different robot platforms through a common programming interface. The key point about a robotics suite is that the same code will run either with a simulated robot or the corresponding real robot without modification. Some robotic suites are based in free software, free hardware and both free software and hardware. Suites * Fedora Robotics See also * AnyKode Marilou * ArduPilot * Debian Science * Evolution Robotics * Lego Mindstorms * Microsoft Robotics Studio * Player Project (formerly the Player/Stage Project or Player/Stage/Gazebo Project) * Robot software * Robot Operating System * Simbad ...
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Jean-Christophe Baillie
Jean-Christophe Baillie (; born 28 April 1974) is a French scientist and entrepreneur. He founded the ENSTA ParisTech Robotics Lab where he worked on developmental robotics and computational evolutionary linguistics. While at ENSTA, he designed the urbiscript programming language to control robots, which became the base technology of Gostai, a robotics startup he created in 2006, which was acquired by Aldebaran Robotics in 2012. Jean-Christophe Baillie holds a degree from the École Polytechnique in Paris where he studied computer science and theoretical physics. He did his PhD in Artificial Intelligence and Robotics at Université Pierre & Marie Curie in co-supervision with Luc Steels at the Sony Computer Science Lab in Paris. Robotics Laboratory at ENSTA Jean-Christophe Baillie joined ENSTA ParisTech after his PhD in 2001. There, he founded the Cognitive Robotics Lab to focus the research activity of ENSTA on developmental robotics, using mostly Aibo robots from Sony. ...
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Robot Operating System
Robot Operating System (ROS or ros) is an Open-source software, open-source robotics middleware suite. Although ROS is not an operating system (OS) but a set of software frameworks for robot software software development, development, it provides services designed for a heterogeneous computer cluster such as hardware abstraction, low-level Device driver, device control, implementation of commonly used functionality, Inter-process communication, message-passing between processes, and Package manager, package management. Running sets of ROS-based processes are represented in a graph theory, graph architecture where processing takes place in nodes that may receive, post, and Multiplexing, multiplex sensor data, control, state, planning, actuator, and other messages. Despite the importance of reactivity and low latency in robot control, ROS is ''not'' a real-time operating system (RTOS). However, it is possible to integrate ROS with real-time computing code. The lack of support for re ...
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Asynchrony (computer Programming)
Asynchrony, in computer programming, refers to the occurrence of events independent of the main program flow and ways to deal with such events. These may be "outside" events such as the arrival of signals, or actions instigated by a program that take place concurrently with program execution, without the program hanging to wait for results. Asynchronous input/output is an example of the latter case of asynchrony, and lets programs issue commands to storage or network devices that service these requests while the processor continues executing the program. Doing so provides a degree of concurrency. A common way for dealing with asynchrony in a programming interface is to provide subroutines that return a future or promise that represents the ongoing operation, and a synchronizing operation that blocks until the future or promise is completed. Some programming languages, such as Cilk, have special syntax for expressing an asynchronous procedure call. Examples of asynchrony ...
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PowerPC
PowerPC (with the backronym Performance Optimization With Enhanced RISC – Performance Computing, sometimes abbreviated as PPC) is a reduced instruction set computer (RISC) instruction set architecture (ISA) created by the 1991 Apple Inc., Apple–IBM–Motorola alliance, known as AIM alliance, AIM. PowerPC, as an evolving instruction set, has been named Power ISA since 2006, while the old name lives on as a trademark for some implementations of Power Architecture–based processors. Originally intended for personal computers, the architecture is well known for being used by Apple's desktop and laptop lines from 1994 until 2006, and in several videogame consoles including Microsoft's Xbox 360, Sony's PlayStation 3, and Nintendo's GameCube, Wii, and Wii U. PowerPC was also used for the Curiosity (rover), Curiosity and Perseverance (rover), Perseverance rovers on Mars and a variety of satellites. It has since become a niche architecture for personal computers, particularly with A ...
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MIPS Architecture
MIPS (Microprocessor without Interlocked Pipelined Stages) is a family of reduced instruction set computer (RISC) instruction set architectures (ISA)Price, Charles (September 1995). ''MIPS IV Instruction Set'' (Revision 3.2), MIPS Technologies, Inc. developed by MIPS Computer Systems, now MIPS Technologies, based in the United States. There are multiple versions of MIPS, including MIPS I, II, III, IV, and V, as well as five releases of MIPS32/64 (for 32- and 64-bit implementations, respectively). The early MIPS architectures were 32-bit; 64-bit versions were developed later. As of April 2017, the current version of MIPS is MIPS32/64 Release 6. MIPS32/64 primarily differs from MIPS I–V by defining the privileged kernel mode System Control Coprocessor in addition to the user mode architecture. The MIPS architecture has several optional extensions: MIPS-3D, a simple set of floating-point SIMD instructions dedicated to 3D computer graphics; MDMX (MaDMaX), a more extensive i ...
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ARM Architecture
ARM (stylised in lowercase as arm, formerly an acronym for Advanced RISC Machines and originally Acorn RISC Machine) is a family of reduced instruction set computer, RISC instruction set architectures (ISAs) for central processing unit, computer processors. Arm Holdings develops the ISAs and licenses them to other companies, who build the physical devices that use the instruction set. It also designs and licenses semiconductor intellectual property core, cores that implement these ISAs. Due to their low costs, low power consumption, and low heat generation, ARM processors are useful for light, portable, battery-powered devices, including smartphones, laptops, and tablet computers, as well as embedded systems. However, ARM processors are also used for desktop computer, desktops and server (computing), servers, including Fugaku (supercomputer), Fugaku, the world's fastest supercomputer from 2020 to 2022. With over 230 billion ARM chips produced, , ARM is the most widely used ...
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Event-based Programming
In computer programming, event-driven programming is a programming paradigm in which the flow of the program is determined by external events. UI events from mice, keyboards, touchpads and touchscreens, and external sensor inputs are common cases. Events may also be programmatically generated, such as from messages from other programs, notifications from other threads, or other network events. Event-driven programming is the dominant paradigm used in graphical user interfaces applications and network servers. In an event-driven application, there is generally an event loop that listens for events and then triggers a callback function when one of those events is detected. Event-driven programs can be written in any programming language, although the task is easier in languages that provide high-level abstractions. Although they do not exactly fit the event-driven model, interrupt handling and exception handling have many similarities. It is important to differentiate bet ...
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Object (computer Science)
In software development, an object is an entity that has state, behavior, and identity. An object can model some part of reality or can be an invention of the design process whose collaborations with other such objects serve as the mechanisms that provide some higher-level behavior. Put another way, an object represents an individual, identifiable item, unit, or entity, either real or abstract, with a well-defined role in the problem domain. A programming language can be classified based on its support for objects. A language that provides an encapsulation construct for state, behavior, and identity is classified as object-based. If the language also provides polymorphism and inheritance it is classified as object-oriented. A language that supports creating an object from a class is classified as class-based. A language that supports object creation via a template object is classified as prototype-based. The concept of object is used in many different software contexts, ...
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Event-driven Programming
In computer programming, event-driven programming is a programming paradigm in which the Control flow, flow of the program is determined by external Event (computing), events. User interface, UI events from computer mouse, mice, computer keyboard, keyboards, touchpads and touchscreens, and external sensor inputs are common cases. Events may also be programmatically generated, such as from message passing, messages from other programs, notifications from other thread (computer science), threads, or other Computer network, network events. Event-driven programming is the dominant paradigm used in graphical user interfaces applications and network servers. In an event-driven application, there is generally an event loop that listens for events and then triggers a callback (computer programming), callback function when one of those events is detected. Event-driven programs can be written in any programming language, although the task is easier in languages that provide abstraction (co ...
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