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Tekkotsu Compound List

Here are the classes, structs, unions and interfaces with brief descriptions:
_afsLandmarkLoc
_afsLastObservation
_afsParticle
_afsPose
_afsRRP
_afsXY
_dm_cellA cell for the spherical depth map
_FastSLAM_update
_hm_cellA cell for the horizontal height map
AGM
Aibo3DControllerBehaviorListens to aibo3d control commands coming in from the command port
Aibo3DMonitorBehaviorSends current pose to Aibo3D GUI, ignores incoming commands
ALM
AutoGetupBehaviorA little background behavior to keep the robot on its feet
BanditMachinePlays K-armed bandit
BanditMachine::DecideNodeUses one of the algorithms in karmedbandit.h to decide which paw to press next
BanditMachine::PressNodeThis node is used to move a paw down using a MotionSequenceMC
BanditMachine::WaitNodeWaits to see if a reward is received, lights up LEDs to let the user know
basic_iNetStream< charT, traits >
basic_ioNetStream< charT, traits >
basic_netbuf< charT, traits >
basic_oNetStream< charT, traits >
BatteryCheckControlWhen activated, this will print a battery report to stdout and light up LEDs to specify power level
BatteryMonitorBehaviorA background behavior which will monitor the power level and flip the ears when appropriate on a 210, or blink the headlight if a 220
BehaviorActivatorControlUpon activation, will start, stop, or toggle a behavior
BehaviorBaseThe basis from which all other Behaviors should inherit
BehaviorSwitchActivatorControlUpon activation, will tell the specified BehaviorSwitchControl to start or stop the behavior
BehaviorSwitchControl< B, Al >Allows proper switching between major behaviors, calling DoStart and DoStop
BehaviorSwitchControlBaseHolds some utility classes and functions for BehaviorSwitchControl which shouldn't be stored in a templated class
BehaviorSwitchControlBase::BehaviorGroupA simple utility class to allow the BehaviorSwitchControl's to be able to deactivate the current behavior when a new one becomes active
BodyPositionHolds the current location of the body, as a delta from when walking started
CameraBehaviorWill take images and write to log file
char_traits< T >
ChaseBallBehaviorA simple behavior to chase after any objects seen by the vision system
CompareTrans< T >Causes a transition if a value (through a pointer) goes above a given value
ConfigProvides global access to system configuration information
Config::behaviors_configPlaceholder
Config::controller_configController information
Config::main_configCore functionality information
Config::motion_configMotion information
Config::sound_configSound information
Config::vision_configVision information
Config::wireless_configWirless information
Config::worldmodel2_configWorld model information
ControlBaseBase class for all items in the Controller hierarchy
ControllerHandles the menu/command system... when it detects the EmergencyStopMC is activated, it'll kick into high priority
dmPickClusterPicks cluster membership out of the SDM. For completeness--not use!
dmPickColorPicks color measurements out of the SDM
dmPickConfidencePicks confidence values out of the SDM
dmPickDepthPicks depth measurements out of the SDM
dmPickerAbstract base class for depth map data pickers. Implementations available
DriveMeBehaviorA very simple behavior that asks the user for WalkMC walking parameters and a walk duration
DumbWM2BehaviorSimply turns on a WM2 object. Useful for running concurrently with other behaviors and seeing what shows up in the world model
DumpFileControlUpon activation, loads a position from a file name read from cin (stored in ms/data/motion...)
DynamicMotionSequenceUses STL's vector for dynamic memory allocation - don't use this as a motion command, pointers in shared memory regions can be invalid in other processes
EmergencyStopMCOverrides all joints with high priority freeze, blinks tail pink/red/blue cycle
EStopControllerBehaviorListens to control commands coming in from the command port for remotely controlling the head
EventBaseThe basis of events passed around the high level system
EventListenerAn interface to allow a standard method of passing events
EventLoggerAllows logging of events to the console or a file
EventRouterThis class will handle distribution of events as well as management of timers
EventRouter::EventMapperDoes the actual storage of the mapping between EventBase's and the EventListeners/EventTrappers who should receive them
EventRouter::TimerEntryContains all the information needed to maintain a timer by the EventRouter
EventRouter::TimerEntryPtrCmpUsed by STL to sort the timer list in order of activation time
EventTranslatorEventTranslator receives events from EventRouters in non-Main processes and adds them into a SharedQueue for Main to pick up
EventTrapperAn interface to allow a standard method of trapping events
EvtRptBehaviorA simple behavior to test event reports
Factory< B >A lightweight class to override for constructing new objects (if you need to pass constructors parameters, etc.)
Factory1Arg< B, A1, a1 >Uses template to specify a constant parameter to the constructor
FileBrowserControlDisplays the contents of a directory in a control menu, probably useful as a baseclass for other controls
FollowHeadBehaviorWill walk where the head is pointing
FreeMemReportControlGives reports on free memory size at variable rates, can also warn if free memory drops too low
HeadLevelBehaviorTests the head leveling code of HeadPointerMC
HeadPointControllerBehaviorListens to control commands coming in from the command port for remotely controlling the head
HeadPointerMCThis class gives some quick and easy functions to point the head at things
HelpControlRecurses through the menu system and outputs the name and description of each item
HermiteSplineSegment
hmPickClusterPicks cluster membership out of the HHM or GHM. For completeness--not use!
hmPickColorPicks color measurements out of the HHM or GHM
hmPickConfidencePicks confidence values out of the HHM or GHM
hmPickerAbstract base class for height map data pickers. Implementations available
hmPickHeightPicks height measurements out of the HHM or GHM
hmPickTravPicks traversability values out of the HHM or GHM
iostream
istream
karmedbanditExp3Makes decisions regarding an adversarial k-armed bandit
karmedbanditExp3_1Makes decisions regarding an adversarial k-armed bandit
LedEngineProvides basic LED effects to anything that inherits from (recommended method for MotionCommands) or instantiates it (just in case you have reason to)
LedEngine::LEDInfoHolds all the information needed by each of the LEDs
LedMCThis is just a simple wrapper - you probably want to be looking at LedEngine.h
ListMemBuf< T_t, MAX, idx_t >Provides some degree of dynamic allocation of a templated type from a buffer of set size
ListMemBuf< T_t, MAX, idx_t >::entry_tHolds data about an entry in the free/used lists
LoadPostureControlUpon activation, loads a position from a file name read from cin (stored in ms/data/motion...)
LoadSaveIntended as an interface to allow easy and uniform file operations
LoadWalkControlWhen activated, loads a set of walk parameters from a file specified by user
LockScope< num_doors >Locks a MutexLock until the LockScope goes out of scope
LocomotionEventGives updates regarding the current movement of the robot through the world
Marker
MCValueEditControl< T >Allows you to modify a value in memory, much like ValueEditControl, but will check out a MotionCommand first to maintain proper mutual exclusion
MMAccessor< MC_t >This class allows convenient ways of accessing a motion command
MMComboContains code for both MainObj and MotoObj processes
MotionCommandThe abstract base class for motions, provides common interface. All motions should inherit from this
MotionManagerThe purpose of this class is to serialize access to the MotionCommands and simplify their sharing between memory spaces
MotionManager::CommandEntryAll the information we need to maintain about a MotionCommand
MotionManager::OutputStateHolds the full requested value of an output
MotionManager::PIDUpdateUsed to request pids for a given joint
MotionManagerMsgA small header that preceeds data sent by MotionManager between processes
MotionRequestStructure for containing motion requests
MotionSequenceA handy little (or not so little) class for switching between a sequence of postures
MotionSequence::MoveThis struct holds all the information needed about a frame for a particular output
MotionSequenceMC< MAXMOVE >Instantiates MotionSequences - when you want to make a new MotionSequence, make one of these
MutexLock< num_doors >A software only mutual exclusion lock
MutexLock< num_doors >::door_tHolds per process shared info, one of these per process
NonUniformHermiteSplineSegment
NullControlWhen activated, this will return immediately (handy for fake items in a menu)
VisionInterface::ObjectInfo
OObject
ostream
OutputCmdThis object holds all the information needed to control a single output
OutputNodeA very simple StateNode that outputs its name to a given ostream upon activation, handy for debugging
OutputPIDThis object holds all the information needed to control a single output
PIDMCA nice little MotionCommand for manually manipulating the PID values
PlaySoundControlUpon activation, loads a position from a file name read from cin (stored in ms/data/motion...)
PostureEngineA class for storing a set of positions and weights for all the outputs
PostureMCA MotionCommand shell for PostureEngine
ProcessIDThis is a class instead of a namespace so i can limit write access of the ID value to the OObjects
ProfilerManagers a hierarchy of timers for profiling time spent in code, gives microsecond resolution
Profiler::SectionInfoHolds all the information needed for book keeping for each timer
Profiler::TimerMeasures the time that this class exists, reports result to a profiler
ProfilerCheckControlCauses the WorldState::mainProfile and WorldState::motionProfile to display reports to cout
ProfilerOfSize< MaxSections >Templated subclass allows compile-time flexibility of how much memory to use
RebootControlWhen activated, this will cause the aibo to reboot
ReferenceCounterPerforms simple reference counting, will delete the object when removing the last reference
RemoteControllerMCThis class is used for setting all PIDJoints to a certain set of values (not the gains, just the joint positions)
RemoteProcessSample RemoteProcessingOPENR process
RunSequenceControl< SequenceSize >Upon activation, loads a position from a file name read from cin (stored in ms/data/motion...)
SavePostureControlUpon activation, saves the current position to a file name read from user (stored in /ms/data/motion/...)
SaveWalkControlWhen activated, saves walk parameters to a file specified from cin
SerializerProvides a default serializer base class for simple objects
SharedObject< MC >This templated class allows convenient creation of any type of class wrapped in a shared memory region
SharedObjectBaseIt's nice to have a parent class of SharedObject (which is what you probably want to be reading) so that you can pass around the data structure without worrying about what type is inside the shared memory region
SharedQueue< maxsize, maxentries >SharedQueue is a shared memory message buffer for interprocess communication
SharedQueue< maxsize, maxentries >::entry_tEntry information
ShutdownControlWhen activated, this will cause the aibo to shut down
SimpleChaseBallBehaviorA simple behavior to chase after any objects seen by the vision system
SmoothCompareTrans< T >A subclass of CompareTrans, which provides monitoring of exponentially weighted averages to a threshold
SocketTekkotsu wireless Socket class
SoundManagerProvides sound effects and caching services, as well as mixing buffers for the SoundPlay process
SoundManager::PlayStateHolds data about sounds currently being played
SoundManager::SoundDataHolds data about the loaded sounds
SoundManagerMsgA small header that preceeds data sent by SoundManager between processes
SoundPlayThe process (a.k.a. OObject), which is responsible for sending sound buffers to the system to play
SoundTestBehaviorAllows you to experiment with playing sounds different ways
SplinePath
StareAtBallBehaviorA simple behavior to chase after any objects seen by the vision system
StartupBehaviorThis Behavior is the only hardcoded behavior by the framework to start up once all the data structures and such are set up
StateNodeRecursive data structure - both a state machine controller as well as a node within a state machine itself
streambuf
StringInputControlUpon activation, prompts the user for a string and stores it
TailWagMCA simple motion command for wagging the tail - you can specify period, magnitude, and tilt
TextMsgEventExtends EventBase to also include actual message text
TimeETA nice class for handling time values with high precision
TimeOutTransCauses a transition after a specified amount of time has passed
timevalWould be defined by system - we redefine the same structure in case we're compiling for Aperios
timezoneWould be defined by system - we redefine the same structure in case we're compiling for Aperios
ToggleHeadLightBehaviorOpens or closes the head light on an ERS-220
TransitionRepresents a transition between StateNodes
ValueEditControl< T >Allows real-time modification of a value through a pointer
ValueSetControl< T >Upon activation, this control will set the target pointer to the specified value
GVector::vector2d< num >
GVector::vector3d< num >
Vision
VisionEventExtends EventBase to also include location in the visual field and distance (though distance is not implimented yet)
VisionEventSpec
VisionObjectInfo
VisionSerializerEncodes and transmits camera images
VisualTargetCloseTransCauses a transition when a visual object is "close"
VisionInterface::VObject
WalkControllerBehaviorListens to control commands coming in from the command port for remotely controlling the walk
WalkMCA nice walking class from Carnegie Mellon University's 2001 Robosoccer team, modified to fit this framework, see their license
WalkMC::LegParamHolds parameters about how to move each leg
WalkMC::LegWalkStateHolds state about each leg's path
WalkMC::WalkParamHolds more general parameters about the walk
WalkToTargetMachineA state machine for walking towards a visual target
WAV
WirelessTekkotsu wireless class
WorldModel2Tekkotsu's localization and mapping system (IN ACTIVE DEVELOPMENT)
WorldModel2BehaviorImplements a stateful behavior specifically designed to feed data to the second WorldModel
WorldModel2Behavior::GawkNodeThis one wags the head around
WorldModel2Behavior::WaitNodeThis one lets the AIBO have a reflective pause
WorldModel2Behavior::WalkNodeThis one does a random walk
WorldStateThe state of the robot and its environment
WorldStateSerializer

Tekkotsu v1.4
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