Glossary: FIRST® Robotics Engineering Terms
Glossary: FIRST® Robotics Engineering Terms
Section titled “Glossary: FIRST® Robotics Engineering Terms”This glossary contains key terms and definitions for the FIRST® Robotics Program.
| Vocabulary Word | Definition |
|---|---|
| Acceleration | An object’s ability to gain speed over a relatively short amount of time. |
| Accessibility | The design of products, devices, services, or environments for people with disabilities. |
| Accuracy | The degree to which the result of a measurement, calculation, or specification conforms to the correct value or a standard. |
| Actuator | A component of a machine that is responsible for moving and controlling a mechanism or system. |
| Agile Project Management | An iterative approach to managing software development projects that focuses on continuous releases and incorporates customer feedback with every iteration. |
| Algorithm | A procedure or formula, used for solving a problem, that conducts a sequence of specified actions performed exactly that way every time. |
| Alliance | A cooperative of two robots and their drive teams during a match. |
| Alliance Station | The designated red or blue alliance area next to the playing field. |
| Alternating Current (AC) | An electric current which periodically reverses direction. |
| Angular Velocity | The rate of change of angular position of a rotating object. |
| Animatronics | The technique of making and operating lifelike robots, typically for use in film or other entertainment. |
| Autonomous | Operational without direct human control. |
| Autonomous Period | A timed period during the match in which robots operate and react only to sensor inputs and commands pre-programmed by the team onto its onboard control system. |
| Axle | A rod or spindle (either fixed or rotating) passing through the center of a wheel or group of wheels. |
| Battery | One or more cells connected together that provide power to the robot so it can move. |
| Binary | A mathematical language where only “1” or “0” exist. |
| Boolean | A binary variable that can be used to create either “true” or “false” statements. |
| Chassis | See frame. |
| Circumference | The distance around a circle. |
| Command | An instruction or signal that causes a computer to perform basic functions. |
| Computational Thinking | A set of problem-solving methods that involve expressing problems and their solutions in ways that a computer could execute. |
| Condition | Something that must be true in order for something to happen. |
| Configure | To arrange or order a computer system or its element(s) for a designated task. |
| Constraint | A limitation or restriction. |
| Control System | A computer that controls various parts of the robot. |
| Controller | The device used to operate the robot. |
| Coopertition | Collaboration between competitors, in the hope of mutually beneficial results. |
| Core Values | Discovery, Innovation, Impact, Inclusion, Teamwork, Fun. |
| Dead Reckoning | The calculation of one’s current position by using a previously determined position, or fix, and advancing that position based upon known or estimated speeds over elapsed time and course. |
| Debug | To find and resolve defects or problems within a computer program that prevent correct operation of your code. |
| Disable/Disabled | To deactivate a robot/a robot that is no longer active. |
| Driver Station/Dashboard | The designated operator responsible for sending signals to the robot’s control system so you can operate the robot. |
| Driver-Controlled Period | The time during the match/gameplay when humans operate the robot using the gamepad. |
| Electrostatic Discharge | The release of static electricity when two objects come into contact. |
| Encoder | A device that converts physical information to another type of data for the purpose of standardization, speed, or compression. |
| End Effector | The last link on a robot’s arm where it makes contact with an object. |
| End Game | The time after the driver-controlled period prior to the end of the match. |
| End of the Period/Match | The moment when the match timer reaches 0:00. |
| Engineering Design Process | Identify the Problem, Brainstorm and Explore, Design and Prototype, Test and Improve. |
| Engineering Notebook | A place to document, in chronological order, all work, designs, and ideas that are associated with a specific design project. |
| Frame | The main supporting structure of a vehicle; all other components attach to it. |
| Function | A named section of a program that performs a specific task. |
| Game Element | Any item a robot interacts with to play the game. |
| Gamepad | A handheld controller. |
| Gearbox | A set of gears and their casing. |
| Gracious Professionalism | Doing your best work while treating others with respect and kindness; it’s what makes FIRST, first. |
| Hardware | Any element of a piece of technology that’s physical. |
| If-then statements | A type of conditional statement; a statement with a hypothesis followed by a conclusion. |
| Inadvertent | An outcome that is not a planned strategy and not the predictable result of persistent or repeated actions. |
| Initialize | To put in the condition appropriate to the start of an operation. |
| Innovation | The practical implementation of ideas that results in the introduction of new goods or services or improvement in offering goods or services. |
| Integrated Development Environment (IDE) | A software application that provides comprehensive facilities for software development, normally consisting of at least a source-code editor, build automation tools, and a debugger. |
| Invert | To flip a value from true to false or vice versa; often used in programming Boolean variables. |
| Iteration | The process of doing something again and again, usually for improvement. |
| Light-Emitting Diode (LED) | A semiconductor light source that emits light when a current flow through it. |
| Loop | A sequence of instructions that is continually repeated until a certain condition is reached; if an exit condition is not defined, the program will never end. |
| Match | A head-to-head competition between two alliances. |
| Mobility | The ability to move or be moved freely and easily. |
| OpMode | A block programing term that is the equivalent of a function. |
| Pairing | A process that helps set up an initial linkage between computing devices to allow communication between them. |
| Parameter | A numerical or other measurable factor that defines a system or sets the conditions of its operation. |
| Precision | The quality, condition, or fact of being exact and accurate. |
| Program | A set of instructions that a computer follows in order to perform a particular task. |
| Prototype | A first or preliminary model of something, especially a machine, from which other forms are developed or copied. |
| Pseudocode | A description of the steps in an algorithm using a mix of conventions of code with informal, usually self-explanatory, notation of actions and conditions. |
| Quality Assurance (QA) | A way of preventing mistakes and defects in manufactured products and avoiding problems before the final product is delivered. |
| Revolutions per Minute (RPM) | A measure of how fast motor spins. |
| RGB | Red (R), green (G), and blue (B) colors that can be sensed by a robot’s color sensor. |
| Robot Initialization Routine | A set of programming instructions that runs after a robot’s Init button is pressed but before the driver-controlled or autonomous periods begin in a robot match. |
| Sensor | A device that can detect and send information to the “brain” of the robot. |
| Software | A set of instructions or programs used to operate computers and execute tasks. |
| Stall Torque | The torque produced by a device whose output rotational speed is zero. |
| Subsystem | A collection of robot hardware and/or software that operates together as a unit inside the robot. |
| Telemetry | An automated communications process where measurements and other data are collected at remote or inaccessible points and transmitted to receiving equipment for monitoring. |
| Torque | A measure of the force that can cause an object to rotate about an axis. |
| Troubleshoot | To anticipate or correct observed problems. |
| Variable | A value that can change depending on conditions or information passed to the program. |
| Wiring Diagram | A simplified conventional pictorial representation of an electrical circuit that shows the circuit’s components as simplified shapes and connections. |