/// <summary> /// Disconnect from Lego NXT brick. /// </summary> /// public void Disconnect( ) { lock (this) { if (communicationInterface != null) { communicationInterface.Disconnect( ); communicationInterface = null; } } }
/// <summary> /// Connect to NXT brick. /// </summary> /// /// <param name="portName">Serial port name to use for communication, for example COM1.</param> /// /// <returns>Returns <b>true</b> on successful connection or <b>false</b> /// otherwise.</returns> /// /// <remarks>If connection to NXT brick was established before the call, existing connection will be reused. /// If it is required to force reconnection, then <see cref="Disconnect"/> method should be called before. /// </remarks> /// public bool Connect(string portName) { lock (this) { if (communicationInterface != null) { return(true); } // create communication interface, communicationInterface = new SerialCommunication(portName); // connect and check if NXT is alive if ((communicationInterface.Connect( )) && (IsAlive( ))) { return(true); } Disconnect( ); } return(false); }
/// <summary> /// Disconnect from Lego NXT brick. /// </summary> /// public void Disconnect( ) { lock ( sync ) { if ( communicationInterface != null ) { communicationInterface.Disconnect( ); communicationInterface = null; } } }
/// <summary> /// Connect to NXT brick. /// </summary> /// /// <param name="portName">Serial port name to use for communication, for example COM1.</param> /// /// <returns>Returns <b>true</b> on successful connection or <b>false</b> /// otherwise.</returns> /// /// <remarks>If connection to NXT brick was established before the call, existing connection will be reused. /// If it is required to force reconnection, then <see cref="Disconnect"/> method should be called before. /// </remarks> /// public bool Connect( string portName ) { lock ( sync ) { if ( communicationInterface != null ) return true; // create communication interface, communicationInterface = new SerialCommunication( portName ); // connect and check if NXT is alive if ( ( communicationInterface.Connect( ) ) && ( IsAlive( ) ) ) return true; Disconnect( ); } return false; }