RIT VEXU Core API
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Class Hierarchy
This inheritance list is sorted roughly, but not completely, alphabetically:
[detail level 123]
 CVDP::AbstractDevice
 CAsyncAsync runs a command asynchronously will simply let it go and never look back THIS HAS A VERY NICHE USE CASE. THINK ABOUT IF YOU REALLY NEED IT
 CBasicSolenoidSet
 CBasicSpinCommand
 CBasicStopCommand
 CBranchBranch chooses from multiple options at runtime. the function decider returns an index into the choices vector If you wish to make no choice and skip this section, return NO_CHOICE; any choice that is out of bounds set to NO_CHOICE
 Cscreen::ButtonWidgetWidget that does something when you tap it. The function is only called once when you first tap it
 CCommandController
 CCondition
 CCRC32A class for calculating the CRC32 checksum from arbitrary data
 CCustomEncoder
 CDelayCommand
 CDriveForwardCommand
 CDriveStopCommand
 CDriveToPointCommand
 CAutoChooser::entry_t
 CFeedback
 CFeedForward
 CFeedForward::ff_config_t
 CFilter
 CFlywheel
 CFlywheelStopCommand
 CFlywheelStopMotorsCommand
 CFlywheelStopNonTasksCommand
 CFunctionCommand
 CGenericAuto
 CPurePursuit::hermite_point
 CInOrderInOrder runs its commands sequentially then continues. How to handle timeout in this case. Automatically set it to sum of commands timouts?
 CInterpolatingMap< KEY, VALUE >
 CKalmanFilter< STATES, INPUTS, OUTPUTS >
 CLift< T >
 CLift< T >::lift_cfg_t
 CLinearPlantInversionFeedforward< STATES, INPUTS >
 CLinearQuadraticRegulator< STATES, INPUTS >
 CLinearSystem< STATES, INPUTS, OUTPUTS >
 CLoggerClass to simplify writing to files
 CMotionController::m_profile_cfg_t
 CStateMachine< System, IDType, Message, delay_ms, do_log >::MaybeMessageMaybeMessage a message of Message type or nothing MaybeMessage m = {}; // empty MaybeMessage m = Message::EnumField1
 CMecanumDrive
 CMecanumDrive::mecanumdrive_config_t
 COdometry3Wheel::odometry3wheel_cfg_t
 COdometryBase
 COdomSetPosition
 CVDP::PacketHeader
 CVDP::PacketWriter
 Cscreen::PagePage describes one part of the screen slideshow
 CParallelParallel runs multiple commands in parallel and waits for all to finish before continuing. if none finish before this command's timeout, it will call on_timeout on all children continue
 CVDP::Part
 CPurePursuit::Path
 CPID::pid_config_t
 CPose2d
 CPurePursuitCommand
 CRect
 CVDP::RegistryListener< MutexType >
 Crobot_specs_t
 CRotation2d
 CScaledSphericalSimplexSigmaPoints< STATES >
 Cscreen::ScreenDataHolds the data that will be passed to the screen thread you probably shouldnt have to use it
 CSerializerSerializes Arbitrary data to a file on the SD Card
 Cscreen::SliderWidgetWidget that updates a double value. Updates by reference so watch out for race conditions cuz the screen stuff lives on another thread
 CSpinRPMCommand
 CPurePursuit::spline
 CStateMachine< System, IDType, Message, delay_ms, do_log >::State
 CStateMachine< System, IDType, Message, delay_ms, do_log >State Machine :)))))) A fun fun way of controlling stateful subsystems - used in the 2023-2024 Over Under game for our overly complex intake-cata subsystem (see there for an example) The statemachine runs in a background thread and a user thread can interact with it through current_state and send_message
 CTankDrive
 Ctracking_wheel_cfg_t
 CTransform2d
 CTranslation2d
 CTrapezoidProfile
 CTurnDegreesCommand
 CTurnToHeadingCommand
 CTwist2d
 CUnscentedKalmanFilter< STATES, INPUTS, OUTPUTS >
 CVDP::Visitor
 CWaitUntilConditionWaits until the condition is true
 CWaitUntilUpToSpeedCommand