瀏覽代碼

README-en.md edited online with Bitbucket

Jose R Ortiz Ubarri 8 年之前
父節點
當前提交
bbf073e4b2
共有 1 個文件被更改,包括 10 次插入7 次删除
  1. 10
    7
      README-en.md

+ 10
- 7
README-en.md 查看文件

@@ -4,9 +4,9 @@
4 4
 ![](images/headerBirds.png)
5 5
 
6 6
 
7
-[Verano 2016 - Ive]
7
+[Verano 2016 - Ive- Tatiana]
8 8
 
9
-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.
9
+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.
10 10
 
11 11
 
12 12
 
@@ -23,17 +23,17 @@ Before arriving to the laboratory you should have:
23 23
 
24 24
 1. Reviewed the following concepts:
25 25
 
26
-    a. the creation of objects of a class.
26
+    a. The creation of objects of a class.
27 27
 
28
-    b. using the "getter" method functions to access the attributes of an object.
28
+    b. The use of  the "getter" method functions to access the attributes of an object.
29 29
 
30
-    c. using the "setter" method functions to modify the attributes of an object.
30
+    c. The use of the "setter" method functions to modify the attributes of an object.
31 31
 
32 32
 2. Studied the documentation for the class `Bird` available in the documentation for this project (`objects-birds/doc/en/html/class_bird.html`).
33 33
 
34 34
 3. Studied the concepts and instructions for the laboratory session.
35 35
 
36
-4. Taken the Pre-Lab quiz available in Moodle.
36
+4. Taken the Pre-Lab quiz, available in Moodle.
37 37
 
38 38
 
39 39
 ---
@@ -218,7 +218,7 @@ cout << piolin.getSize();
218 218
 
219 219
 `void MainWindow::addBird(Bird &b)`  
220 220
 
221
-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.
221
+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.
222 222
 
223 223
 ```
224 224
 MainWindow w;
@@ -359,3 +359,6 @@ Use "Deliverable" in Moodle to hand in the `main.cpp` file that contains the fun
359 359
 
360 360
 
361 361
 https://sites.google.com/a/wellesley.edu/wellesley-cs118-spring13/lectures-labs/lab-2
362
+
363
+
364
+