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 [Verano 2016 - Ive- Tatiana]
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-Object Oriented Programming (OOP) is a programming paradigm that promotes the design of programs by having different objects interacting together to solve a problem. C++ is one of the programming languages that promotes object oriented programming, allowing programmers to create their own classes from scratch or derive them from other existing classes. Other languages that promote OOP are Java, Python, JavaScript and PHP.
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+*Object Oriented Programming* (OOP) is a programming paradigm that promotes the design of programs by having different objects interacting together to solve a problem. C++ is one of the programming languages that promotes object oriented programming, allowing programmers to create their own classes from scratch or derive them from other existing classes. Other languages that promote OOP are Java, Python, JavaScript and PHP.
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-In OOP, each object encapsulates within itself certain properties about the entity being modeled. For example, an object that models a point encapsulates the coordinates x and y of the point being represented. Furthermore, each object allows certain actions to be carried out on itself with the methods that the object contains. For example, an object of class point could carry out the action of changing the value of the x coordinate.
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-When an object class we need to use in our program has not been predefined in a library, we need to declare and implement our own class. To do this, we define classes that contain data with certain properties or attributes, and actions that we want to carry out with this data through the use of methods or member functions. This way, we can organize the information and processes in objects that have the properties and methods of a class. In today's laboratory experience, you will practice defining a class and implementing some of its methods by completing a program that simulates a basketball game between two players, maintaining the score for the game and the global statistics for the two players.
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+In OOP, each object encapsulates within itself certain properties about the entity being modeled. For example, an object that models a *point* encapsulates the coordinates *x* and *y* of the point being represented. Furthermore, each object allows certain actions to be carried out on itself with the *methods* that the object contains. For example, an object of class *point* could carry out the action of changing the value of the *x* coordinate.
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+When an object class we need to use in our program has not been predefined in a library, we need to declare and implement our own class. To do this, we define *classes* that contain data with certain *properties* or *attributes*, and actions that we want to carry out with this data through the use of *methods* or *member functions*. This way, we can organize the information and processes in objects that have the properties and methods of a class. In today's laboratory experience, you will practice defining a class and implementing some of its methods by completing a program that simulates a basketball game between two players, maintaining the score for the game and the global statistics for the two players.
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 ## Objectives:
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