Chapter 1

Urbi SDK is a fully-featured environment to orchestrate complex organizations of components. It relies on a middleware architecture that coordinates components named UObjects. It also features urbiscript, a scripting language that can be used to write orchestration programs.

 1.1 Urbi and UObjects
 1.2 Urbi and urbiscript
 1.3 Genesis
 1.4 Outline

1.1 Urbi and UObjects

Urbi makes the orchestration of independent, concurrent, components easier. It was first designed for robotics: it provides all the needed features to coordinate the execution of various components (actuators, sensors, software devices that provide features such as text-to-speech, face recognition and so forth). Languages such as C ++ are well suited to program the local, low-level, handling of these hardware or software devices; indeed one needs efficiency, small memory footprint, and access to low-level hardware details. Yet, when it comes to component orchestration and coordination, in a word, when it comes to addressing concurrency, it can be tedious to use such languages.

Middleware infrastructures make possible to use remote components as if they were local, to allow concurrent execution, to make synchronous or asynchronous requests and so forth. The UObject C ++ architecture provides exactly this: a common API that allows conforming components to be used seamlessly in highly concurrent settings. Components need not be designed with UObjects in mind, rather, UObjects are typically “shells” around “regular” components.

Components with an UObject interface are naturally supported by the urbiscript programming language. This provides a tremendous help: one can interact with these components (making queries, changing them, observing their state, monitoring various kinds of events and so forth), which provides a huge speed-up during development.

Finally, note that, although made with robots in mind, the UObject architecture is well suited to tame any heavily concurrent environment, such as video games or complex systems in general.

1.2 Urbi and urbiscript

urbiscript is a programming language primarily designed for robotics. It’s a dynamic, prototype-based, object-oriented scripting language. It supports and emphasizes parallel and event-based programming, which are very popular paradigms in robotics, by providing core primitives and language constructs.

Its main features are:

1.3 Genesis

Urbi what first designed and implemented by Jean-Christophe Baillie, together with Matthieu Nottale. Because its users wildly acclaimed it, Jean-Christophe founded Gostai, a France-based Company that develops software for robotics with a strong emphasis on personal robotics.

Authors Urbi SDK 1 was further developped by Akim Demaille, Guillaume Deslandes, Quentin Hocquet, and Benoît Sigoure.

The Urbi SDK 2 project was started and developped by Akim Demaille, Quentin Hocquet, Matthieu Nottale, and Benoît Sigoure. Samuel Tardieu provided an immense help during the year 2008, in particular for the concurrency and event support.

The maintenance is currently carried out by Akim Demaille, Quentin Hocquet, and Matthieu Nottale. Jean-Christophe Baillie is still deeply involved in the development of urbiscript, he regularly submits ideas, and occasionnally even code!

Contributors A number of people contributed significantly to Urbi, including Romain Bezut, Thomas Moulard, Nicolas Pierron.

1.4 Outline

This multi-part document provides a complete guide to Urbi. See paragraph 24 for the various notations that are used in the document.

Section I Urbi and UObjects User Manual
This part covers the Urbi architecture: its core components (client/server architecture), how its middleware works, how to include extensions as UObjects (C ++ components) and so forth.

No knowledge of the urbiscript language is needed. As a matter of fact, Urbi can be used as a standalone middleware architecture to orchestrate the execution of existing components.

Yet urbiscript is a feature that “comes for free”: it is easy using it to experiment, prototype, and even program fully-featured applications that orchestrate native components. The interested reader should read either the urbiscript user manual (Section II), or the reference manual (Section 18).

  Section 3 The UObject API
This section shows the various steps of writing an Urbi C ++ component using the UObject API.
  Section 4 Use Cases
Interfacing a servomotor device as an example on how to use the UObject architecture as a middleware.
Section II urbiscript User Manual  
This part, also known as the “urbiscript tutorial”, teaches the reader how to program in urbiscript. It goes from the basis to concurrent and event-based programming. No specific knowledge is expected. There is no need for a C ++ compiler, as UObject will not be covered here (see Section I). The reference manual contains a terse and complete definition of the Urbi environment (Section IV).
  Section 5 First Steps
First contacts with urbiscript.
  Section 6 Basic Objects, Value Model
A quick introduction to objects and values.
  Section 7 Flow Control Constructs
Basic control flow: if, for and the like.
  Section 8 Advanced Functions and Scoping
Details about functions, scoped, and lexical closures.
  Section 9 Objective Programming, urbiscript Object Model
A more in-depth introduction to object-oriented programming in urbiscript.
  Section 10 Functional Programming
Functions are first-class citizens.
  Section 11 Parallelism, Concurrent Flow Control
The urbiscript operators for concurrency, tags.
  Section 12 Event-based Programming
Support for event-driven concurrency in urbiscript.
Section III Guidelines and Cook Books  
This part contains guides to some specific aspects of Urbi SDK.
  Section 13 Installation
Complete instructions on how to install Urbi SDK.
  Section 14 Frequently Asked Questions
Some answers to common questions.
  Section 15 Migration from urbiscript 1 to urbiscript 2
This chapter is intended to people who want to migrate programs in urbiscript 1 to urbiscript 2.
  Section 16 Building Urbi SDK
Building Urbi SDK from the sources. How to install it, how to check it and so forth.
Section IV Urbi SDK Reference Manual  
This part defines the specifications of the urbiscript language version 2.0. It defines the expected behavior from the urbiscript interpreter, the standard library, and the SDK. It can be used to check whether some code is valid, or browse urbiscript or C ++ API for a desired feature. Random reading can also provide you with advanced knowledge or subtleties about some urbiscript aspects.

This part is not an urbiscript tutorial; it is not structured in a progressive manner and is too detailed. Think of it as a dictionary: one does not learn a foreign language by reading a dictionary. The urbiscript Tutorial (Section II), or the live urbiscript tutorial built in the interpreter are good introductions to urbiscript.

This part does not aim at giving advanced programming techniques. Its only goal is to define the language and its libraries.

  Section 17 Programs
Presentation and usage of the different tools available with the Urbi framework related to urbiscript, such as the Urbi server, the command line client, umake, …
  Section 18 urbiscript Language Reference Manual
Core constructs of the language and their behavior.
  Section 19 urbiscript Standard Library
Listing of all classes and methods provided in the standard library.
  Section 20 Gostai Standard Robotics API
Also known as “The Urbi Naming Standard”: naming conventions in for standard hardware/software devices and components implemented as UObject and the corresponding slots/events to access them.
Section V Urbi Platforms  
This part covers the specific features of Urbi for some of the platforms it was ported to. Environments not described in this part are covered in separate, stand-alone, documentations.
  Section 21 Nao
Programming Aldebaran’s Nao using Urbi.
  Section 22 Spykee
The Spykee is a WiFi-enabled robot built by Meccano (known as Erector in the United States). It is equipped with a camera, speaker, microphone, and moves using two tracks.
  Section 23 Webots
Using Cyberbotics’ Webots simulation environment with Urbi.
paragraph VI Tables and Indexes  
This part contains material about the document itself.
  paragraph 24 Notations
Conventions used in the type-setting of this document.
  Section 26 Licenses
Licenses of components used in Urbi SDK.
  Section 25 Release Notes
Release notes of Urbi SDK.
  Section 27 Glossary
Definition of the terms used in this document.