Procházet zdrojové kódy

README-en.md edited online with Bitbucket

Jose R Ortiz Ubarri před 8 roky
rodič
revize
2d89b618a3
1 změnil soubory, kde provedl 12 přidání a 12 odebrání
  1. 12
    12
      README-en.md

+ 12
- 12
README-en.md Zobrazit soubor

@@ -49,7 +49,7 @@ Before you get to the laboratory you should have:
49 49
 To facilitate this laboratory experience, we will begin by reviewing some concepts related to objects and we will describe the `Bird` class.
50 50
 
51 51
 
52
-##Classes and objects in C++
52
+##Classes and Objects in C++
53 53
 
54 54
 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*).
55 55
 
@@ -101,7 +101,7 @@ An object is an entity that contains data (same as a variable), called its `attr
101 101
 
102 102
 By creating an object we have available the methods of the class that the object belongs to.
103 103
 
104
-###Methods of a class
104
+###Methods of a Class
105 105
 
106 106
 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`.
107 107
 
@@ -218,7 +218,7 @@ Bird piolin;
218 218
 cout << piolin.getSize();
219 219
 ```
220 220
 
221
-#### Other functions or methods you will use in this laboratory experience
221
+#### Other Functions or Methods You will use in this Laboratory Experience
222 222
 
223 223
 **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
224 224
 
@@ -259,20 +259,20 @@ to generate random numbers in the range [min, max]. The method `randInt` depends
259 259
 ---
260 260
 
261 261
 
262
-## Laboratory session
262
+## Laboratory session:
263 263
 
264
-### Exercise 1 - Study the inheritance rules for the *Birds* family
264
+### Exercise 1 - Study the Inheritance Rules for the *Birds* Family
265 265
 
266
-#### The *Birds* family
266
+#### The *Birds* Family
267 267
 
268 268
 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.
269 269
 
270 270
 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. 
271 271
 
272 272
 
273
-#### Inheritance rules
273
+#### Inheritance Rules
274 274
 
275
-**Eye color**
275
+**Eye Color**
276 276
 
277 277
 The baby will always inherit the mother's eye color
278 278
 
@@ -280,7 +280,7 @@ The baby will always inherit the mother's eye color
280 280
 
281 281
 The size of the bird is smallest between the mother's or father's size.
282 282
 
283
-**Face color**
283
+**Face Color**
284 284
 
285 285
 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:
286 286
 
@@ -308,9 +308,9 @@ The genes in the eyebrows follow these rules:
308 308
 * In other cases, the baby will inherit the eyebrows with most dominance from the parent's eyebrows.
309 309
 
310 310
 
311
-### Exercise 2 - Study the `main` function
311
+### Exercise 2 - Study the `main` Function
312 312
 
313
-#### Instructions:
313
+#### Instructions
314 314
 
315 315
 1. Load the project  `BirthOfABird` into `QtCreator`. There are two ways to do this:
316 316
 
@@ -336,7 +336,7 @@ The genes in the eyebrows follow these rules:
336 336
 
337 337
       ---
338 338
 
339
-### Exercise 3 - Write the code to determine Piolín's characteristics
339
+### Exercise 3 - Write the Code to determine Piolín's Characteristics
340 340
 
341 341
 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.
342 342