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README-en.md edited online with Bitbucket

Jose R Ortiz Ubarri преди 8 години
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 To facilitate this laboratory experience, we will begin by reviewing some concepts related to objects and we will describe the `Bird` class.
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-##Classes and objects in C++
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+##Classes and Objects in C++
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 An *object* is an entity that contains data and procedures to manipulate them. Similar to how each variable has a *type* of data associated to it, each object has a *class* associated to it, which describes the properties of the the objects: its data (*attributes*), and the procedures that can be used to manipulate its data (*methods*).
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 By creating an object we have available the methods of the class that the object belongs to.
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-###Methods of a class
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+###Methods of a Class
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 The methods of a class determine the actions that we can take on the objects of that class. The methods are similar to functions in the sense that they can receive parameters and return a result. An elementary way to know the methods of a class is reading the class declaration. For example, the following is a section of the declaration of the class `Bird` in the file `bird.h`.
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 cout << piolin.getSize();
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 ```
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-#### Other functions or methods you will use in this laboratory experience
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+#### Other Functions or Methods You will use in this Laboratory Experience
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 **MainWindow:** The file `mainwindow.h` contains the declaration of a class called `MainWindow`. The objects that are instances of this class will be able to use the overloaded methods
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 ---
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-## Laboratory session
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+## Laboratory session:
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-### Exercise 1 - Study the inheritance rules for the *Birds* family
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+### Exercise 1 - Study the Inheritance Rules for the *Birds* Family
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-#### The *Birds* family
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+#### The *Birds* Family
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 Juana and Abelardo, mother and father birds, are about to have a baby they will call Piolín. As with real birds, the "Qt birds" expect their babies to have inherited attributes from their mother and father.
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 When the laboratory experience is finished, your program will create two birds (Juana and Abelardo) with random characteristics and a third bird (Piolín), with characteristics determined by the parent's characteristics, following a set of rules similar to the rules of genetic inheritance. 
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-#### Inheritance rules
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+#### Inheritance Rules
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-**Eye color**
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+**Eye Color**
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 The baby will always inherit the mother's eye color
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 The size of the bird is smallest between the mother's or father's size.
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-**Face color**
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+**Face Color**
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 The gene dominance for the face color is given by the following list, ordered from color with most dominance color to color with least dominance:
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 * In other cases, the baby will inherit the eyebrows with most dominance from the parent's eyebrows.
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-### Exercise 2 - Study the `main` function
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+### Exercise 2 - Study the `main` Function
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-#### Instructions:
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+#### Instructions
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 1. Load the project  `BirthOfABird` into `QtCreator`. There are two ways to do this:
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       ---
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-### Exercise 3 - Write the code to determine Piolín's characteristics
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+### Exercise 3 - Write the Code to determine Piolín's Characteristics
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 Study the header for the `birth` function. In this function, write the necessary code so baby Piolín has the characteristics dictated by the rules of inheritance exposed previously.
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