name | urbiscript |
---|---|
paradigm | Parallel and Event-driven Orchestration Language |
year | 2003 |
designer | Jean-Christophe Baillie |
developer | Gostai |
latest release version | 2.7.1 |
latest release date | |
influenced by | C++, Ruby, Io |
operating system | Cross-platform |
license | GNU Affero GPL v3 |
website | }} |
Urbi is an open source cross-platform software platform 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 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 can be best described as an orchestration script language: like Lua in video games, urbiscript can be used to glue together C++ components into a functional behavior, the CPU-intensive algorithmic part being left to C++ and the behavior scripting part being left to the script language which is more flexible, easy to maintain and allows dynamic interaction during program execution. As an orchestration language, urbiscript also brings some useful abstractions to the programmer by having parallelism and event-based programming as part of the language semantics. The scripting of parallel behaviors and reactions to events are core requirements of most robotic and complex AI applications, therefore urbiscript (and the whole Urbi platform) is well suited to these applications.
whenever (ball.visible) { headYaw.val += camera.xfov * ball.x & headPitch.val += camera.yfov * ball.y };
whenever is used to trigger a piece of code in loops as long as the associated condition is true. The "&" sign is used to specify that both commands should start at the same time, thus running in parallel.
Other notable event-driven constructs include at, which triggers the associated code once, at the time when the condition becomes true:
at (speech.hear("hello")) { voice.say("How are you?") & robot.standup(); }
Every command or group of commands is taggable, which provides a way to stop it later if needed:
myTag: while(true) echo ("This is a never ending loop"), at (button.pressed) myTag.stop;
Note in the example above the comma at the end of the command. It will put the preceding command in background, allowing the flow execution to carry on, in particular the next 'at' command to be executed.
UObject uses C++ templates to transparently map any requested method to an interface machinery that takes care of the type checking.
A C++ UObject can be used in plugged mode if it is directly linked to the URBI Engine at compile time or with dynamic loading. In that case, the C++ object shares the Urbi Kernel memory directly, resulting in efficient integration. This is typically used for time critical components like motor or sensor drivers. The same C++ UObject can also be used without modifications as a remote component. In that case, it will become an autonomous program to be executed with the IP address of the Urbi server as a parameter. In both cases, the object will transparently appear in urbiscript as a native urbiscript object.
Free GPL components developed by the community can be found and exchanged on the urbiforge community website of URBI.
Integration with Player/Stage has been reported, although it is not currently released.
Announced:
Category:Object-oriented programming languages Category:Integrated development environments Category:Robotics suites
es:Urbi fr:Urbi ru:URBIThis text is licensed under the Creative Commons CC-BY-SA License. This text was originally published on Wikipedia and was developed by the Wikipedia community.
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