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README-en.md edited online with Bitbucket

Jose R Ortiz Ubarri 8 years ago
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 ![](images/headerBirds.png)
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-[Verano 2016 - Ive]
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+[Verano 2016 - Ive- Tatiana]
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-Up to now we've seen how to use variables to store and manipulate data of certain types and how to structure programs by dividing their tasks into functions. An *object* is an entity that is used in many programming languages to integrate the data and the code that operates on it, simplifying the modification of large programs. In today’s laboratory experience you will use a class called `Bird` to practice some basic skills in C++ to create and manipulate objects.
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+Up to now we've seen how to use variables to store and manipulate data of certain types and how to structure programs by dividing their tasks into functions. An *object* is an entity that is used in many programming languages to integrate the data and the code that operates on it, simplifying the modification of large programs. In today’s laboratory experience, you will use a class called `Bird` to practice some basic skills in C++ to create and manipulate objects.
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 1. Reviewed the following concepts:
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-    a. the creation of objects of a class.
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+    a. The creation of objects of a class.
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-    b. using the "getter" method functions to access the attributes of an object.
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+    b. The use of  the "getter" method functions to access the attributes of an object.
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-    c. using the "setter" method functions to modify the attributes of an object.
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+    c. The use of the "setter" method functions to modify the attributes of an object.
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 2. Studied the documentation for the class `Bird` available in the documentation for this project (`objects-birds/doc/en/html/class_bird.html`).
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 3. Studied the concepts and instructions for the laboratory session.
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-4. Taken the Pre-Lab quiz available in Moodle.
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+4. Taken the Pre-Lab quiz, available in Moodle.
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 `void MainWindow::addBird(Bird &b)`  
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-that will add to the screen a drawing of an object of the `Bird` class that is received as an argument. The code in the following example creates an object `w` of the `MainWindow` class, creates an object `zumbador` of the `Bird` class and adds it in the position (200,200) on the screen `w` using the first method.
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+that will add to the screen a drawing of an object of the `Bird` class that is received as an argument. The code in the following example creates an object `w` of the `MainWindow` class, creates an object `zumbador` of the `Bird` class and adds it in the position (200, 200) on the screen `w` using the first method.
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 ```
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 MainWindow w;
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 https://sites.google.com/a/wellesley.edu/wellesley-cs118-spring13/lectures-labs/lab-2
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