Преглед на файлове

README-en.md edited online with Bitbucket

Jose R Ortiz Ubarri преди 8 години
родител
ревизия
96cd941c72
променени са 1 файла, в които са добавени 15 реда и са изтрити 14 реда
  1. 15
    14
      README-en.md

+ 15
- 14
README-en.md Целия файл

@@ -6,9 +6,9 @@
6 6
 ![main2.png](images/main2.png)
7 7
 ![main3.png](images/main3.png)
8 8
 
9
-[Verano 2016 - Ive] 
9
+[Verano 2016 - Ive - Tatiana] 
10 10
 
11
-Commonly, when solving a problem, there are one or more steps that depend on whether certain conditions are met. Computer programs are built to solve problems, so they should have a structure that allows them to make decisions. In C++ the decision instructions (or conditionals) are structured using  `if`, `else`, `else if` or `switch`. Relational expressions and logical operators are common when handling decision structures. In today's laboratory experience you will practice the use of some decision structures by completing the design of a class called `Bird`. You will also review concepts related to objects.
11
+In almost every instance in which we want to solve a problem there are one or more options that depend on whether certain conditions are met. Computer programs are built to solve problems, therefore they should have a structure that allows them to make decisions. In C++, decision instructions (or conditionals) are structured using if, else, else if or switch. Relational expressions and logical operators are common when handling decision structures. In this laboratory experience, you will practice the use of some of these decision structures by completing a design using the class called  Bird. In addition, you will review concepts related to objects. 
12 12
 
13 13
 ## Objectives:
14 14
 
@@ -22,7 +22,7 @@ Commonly, when solving a problem, there are one or more steps that depend on whe
22 22
 
23 23
 Before you get to the laboratory you should have:
24 24
 
25
-1. Reviewed the following concepts related to desition structures:
25
+1. Reviewed the following concepts related to decision structures:
26 26
   
27 27
       a. Logical operators
28 28
 
@@ -30,7 +30,7 @@ Before you get to the laboratory you should have:
30 30
 
31 31
 2. Reviewed the following concepts related to objects and classes in C++:
32 32
 
33
-      a. creation of objects of a class.
33
+      a. the creation of objects of a class.
34 34
 
35 35
       b. using the "getter" methods to access an object's attributes.
36 36
 
@@ -40,7 +40,7 @@ Before you get to the laboratory you should have:
40 40
 
41 41
 4. Studied the concepts and instructions for this laboratory session.
42 42
 
43
-5. Taken the Pre-Lab quiz available in Moodle.
43
+5. Taken the Pre-Lab quiz, available in Moodle.
44 44
 
45 45
 ---
46 46
 
@@ -51,9 +51,9 @@ To facilitate this laboratory experience, we will begin by reviewing some concep
51 51
 
52 52
 ##Classes and objects in C++
53 53
 
54
-An *object* es 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 that describes the properties of the objects: its data (*attributes*), and the procedures that can be used to manipulate its data (*methods*).
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
 
56
-To define and use an object it is not necessary to know all of the details about the methods of the object, but you must know how to create it and how to interact with it. The necessary  information is available in the class' documentation. Before creating objects of any class we should familiarize ourselves with its documentation. The documentation indicates, among other things, what entity is trying to be represented in the class, and its interface or methods available to manipulate the objects of the class.
56
+It is not necessary to know all of the details about the methods of the object to define and use an object, but you must know how to create it and how to interact with it. The necessary  information is available in the class' documentation. Before creating objects of any class, we should familiarize ourselves with its documentation. The documentation indicates, among other things, what entity is trying to be represented in the class, and its interface or methods available to manipulate the objects of the class.
57 57
 
58 58
 Take a look at the documentation of the `Bird` class which can be found in [this link.](http://ada.uprrp.edu/~ranazario/bird-html/class_bird.html).
59 59
 
@@ -95,7 +95,7 @@ You can see the declaration of the `Bird` class in the file `bird.h` included in
95 95
 
96 96
 ###Objects
97 97
 
98
-An object is an entity that contains data (as well as a variable), called its `attributes`, and also contain procedures, called `method`, that are used to manipulate them. The objects are "instances" of a class that are created in a similar manner as how variables are defined:
98
+An object is an entity that contains data (same as a variable), called its `attributes`, and it also contains procedures, called `method`, that are used to manipulate them. The objects are "instances" of a class that are created in a similar manner as how variables are defined:
99 99
 
100 100
 `ClassName objectName;`
101 101
 
@@ -103,7 +103,7 @@ By creating an object we have available the methods of the class that the object
103 103
 
104 104
 ###Methods of a class
105 105
 
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 de class declaration. For example, the following is a section of the declaration of the class `Bird` in the file `bird.h`.
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
 
108 108
 ---
109 109
 
@@ -135,7 +135,7 @@ class Bird : public QWidget
135 135
 
136 136
 ---
137 137
 
138
-Once the object is created, its methods provide the only way to change its attributes, to obtain information about them, or to compute with them. This is why the set of methods is commonly called *interface*. The methods are the interface between the object’s user and its content.
138
+Once the object is created, its methods provide the only way to change its attributes, to obtain information about them, or to compute with them. This is why the set of methods is commonly called the *interface*. The methods are the interface between the object’s user and its content.
139 139
 
140 140
 In general, in each class the prototypes of the methods are defined to construct the objects, and to search, manipulate and store the data. The following is a general format of a method prototype:
141 141
 
@@ -145,7 +145,7 @@ Afterwards, we write the corresponding function to the method in the project's c
145 145
 
146 146
 `TypeReturned ClassName::MethodName(parameters)`
147 147
 
148
-We declare public methods within the class so that objects that are instances of a class have permission to access private variables (these are the setters and getters). It's prefered to use private variables and access them through the setters and getters, instead of declaring them public since the object that is associated to these variables has control over the changes that are made.
148
+We declare public methods within the class so that objects that are instances of a class have permission to access private variables (these are the setters and getters). It's preferred to use private variables and access them through the setters and getters, instead of declaring them public since the object that is associated to these variables would have control over the changes that are made.
149 149
 
150 150
 To invoke a method we write the name of the object, followed by a period and then the name of the method:
151 151
 
@@ -154,7 +154,7 @@ To invoke a method we write the name of the object, followed by a period and the
154 154
 
155 155
 #### Constructors
156 156
 
157
-The first methods of a class that we should understand are the *constructors*. A class can have multiple constructors. One of the constructors will be invoked automatically each time an object of that class is created. In most of the cases, the constructors are used to initialize the values for the object’s attributes. To create objects of a class, we must know which are the constructors of the class.
157
+The first methods of a class that we should understand are the *constructors*. A class can have multiple constructors. One of the constructors will be invoked automatically each time an object of that class is created. In most cases, the constructors are used to initialize the values for the object’s attributes. To create objects of a class, we must know which are the constructors of the class.
158 158
 
159 159
 
160 160
 
@@ -319,8 +319,6 @@ The genes in the eyebrows follow these rules:
319 319
 
320 320
 2. Configure the project.
321 321
 
322
-      **Important:** In the "Configure Project" window, select the configuration Qt 5.3 or Qt 5.4 clang 64 bit. If you use another configuration the project will not compile.
323
-
324 322
 3. Compile and run the project. You should see a window with two birds that represent Juana and Abelardo. After a second, you will witness the birth of their baby, Piolín. Despite that, this Piolín could have been from another nest and not their son since it has random characteristics.
325 323
 
326 324
 4. Open the file `main.cpp` (you will not make changes in any other file in this project). Study the `main` function. You will NOT make changes to the `main` function. Note that the `main` function essentially does two things:
@@ -372,3 +370,6 @@ https://sites.google.com/a/wellesley.edu/wellesley-cs118-spring13/lectures-labs/
372 370
 
373 371
 
374 372
 
373
+
374
+
375
+