Makimono
BontenMaru Programming Language


"Makimono" is the term for a traditional Japanese scroll, on which books and letters were written. The ninjas or spies of Edo Japan used such scrolls to transmit intelligence. The operating language of BontenMaru is also called "Makimono." This language is based on simple logical reasoning, and is intended for children of age ten and above. It is used to write a program or "jutsu" to manipulate BontenMaru. Such a program is also called a Makimono or a Makimono program. Two basic Makimono programs, Nigeruno jutsu (Avoidance program) and Karugamono jutsu (Imprinting or Pursuit program), are already present in BontenMaru's internal memory. In the first, BontenMaru avoids an object in its way. In the latter, it follows a moving object but ignores a stationary one.



What is a DAN?
A Makimono is composed of one or more DANs, the Japanese term for a step or level. A DAN is a single command or the smallest unit of a program. It is composed of actions and conditions.
Example:

: DAN1
Forward 6, 6
If Right blocked: DAN2

In this example, BontenMaru is programmed to go forward at the speed level 6 (each motor) until an object on the right obstructs it. When this occurs, DAN1 is complete, and BontenMaru goes on to DAN2.



What is a Jutsu?
A meaningful DAN or group of DANs is a program or "jutsu," the Japanese term 
for a Ninja secret message.
Example:

: DAN1
Forward 6, 6
If Right blocked: DAN2
If Left blocked: DAN3
: DAN2
LeftTurn 6
If Right free: DAN1
: DAN3
RightTurn 6
If Left free: DAN1

In this example, BontenMaru is programmed to avoid an obstacle. When it detects an obstacle on the right, it turns to the left. Similarly, when it detects an obstacle on the left, it turns to the right.



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