Hardware-xperiments 2

Beginning the second delivery of my hardware-xperiments recalling that the previous occasion, Chema of Robot04 had the good idea of improving the code of one of my examples, this one in particular, and offer me the “challenge” to improve themselves the variation in my example he gave, which you see below: (more info at this post to your blog)


Download. Fla

So, after the a few many days with the theme almost forgot, yesterday I had one night and I was inspired to work on its example, proving that you see on this below:


Download. Fla

Basically, the novelty is that each has a duplicate movieclip 3D animation made in Swift 3D. Also on roll the movieclip changes color, in order, which is a hardware-Xperiment.

  :D

If Chema, or whoever, want to vary on this example, we are happy to see the result.

And finally, a new experiment, which in itself is not new, since the code is very similar to that used in previous examples, only playing with the rotation of duplicate movieclips get a totally different result:


Download. Fla

Here we are today, I hope that people will enjoy and be encouraged to participate, everything is by having a good time to learn ActionScript.

Course Schedule – Development of algorithms using the Object Oriented Programming

PART I

1. Introduction to Programming

A programming language is a notation consisting of symbols and rules that allow you to write programs. Every language consists of syntax and semantics. Syntax is defined by the rules of it, and semantics to the meaning of symbols and words that uses .


1.1.2 Types of language

There are languages machine that are understandable directly by the machine. This expressed in terms of the smallest unit of memory: the bit (binary 1 or 0). The disadvantage of this type of language is that it is difficult to write and understand because it consists of 1 and 0 .

There are also the symbolic languages, which are those that are written (instructions and judgments) in words similar to those of human languages.
For example:
b = 2
If (a> b) then print “a is greater than 1.2 b “

Program

A program is a logical sequence of instructions written in a programming language that makes the computer the actions that it must perform.
An instruction was an order given to the machine to execute a certain action, among whom are the operating and the operator.
Example:
Print “a * b”
operands: a, b
Operator: print, * (this is the multiplication sign in programming )

1.2.2 Types of program source

Program: A program written in a programming language that the programmer develops.
Object Program: Program made up of ones and zeros, the product of the compilation of source programs .

1.3 Compiler and Interpreter

A compiler reads a program completely in a high-level language (C, Python, Java, Perl, Lisp, etc.) and translates it into their integrity to a program code machine. The program resulting machine code can be run as often as you want, without having to re-translation of the original program.
An interpreter works in a different way: reading a program written in a high-level language instruction and instruction, for each of them carries out a translation to the instructions in machine code equivalents and running immediately. There is no translation process completely separate from that of execution. Every time we ran the program with an interpreter, repeating the process of translation and execution, both of which are simultaneous .

1.4 Definition

The Object Oriented Programming (OOP ) Can be defined as a style of programming that uses objects as essential building blocks.
It is based on the use of objects, messages, methods and classes.
Objects: is the software that are used to build more complex programs .
Class: a defined structure that includes both types of data (real, whole, chains, character) as functions (methods ).

Here is a summary of a class, which is what is in the works POO:
class = attributes methods

1.5 Object-Oriented Analysis

It’s pretty simple, all we have to do is analyze the statement and then take the data that will to be used to solve the problem (attributes), and the calculations or processes that take us to the results (methods ).

name of the class
Attributes
Methods

Attributes: They describe the features of objects: type of access (private, protected, public) and data type (integer, real, boolean )

Methods: Describe what you can do the class, ie, the method defines the instructions needed to make a process or task-specific. The definition of the method consists of access type, return type, name of the method, parameter, if required, and the body of the method .

The types of access are used to control the visibility of the members of a class, which will include:
Public: They are accessible from any part of the program.
Private: They are accessible only by methods that belong to the class.
Protected: We use only with the inheritance; are accessible by methods of the class basis and by the methods of derived classes. In this tutorial for now not include inheritance .

Author: Miguel Diaz

Site of the Author, click here

Audi Lines – to frame

The advertising is often better than their own television programming. Proof of this is the announcement of the new Audi A5, one of the best spots this year without doubt.

Everything in it is impressive, the subtlety of color and lines that at times will reveal the silhouette of the car, the perfect accompaniment between the image and the beautiful piano melody (Dustin O’Halloran – Prelude no.2), but especially the imagination of the creative, from a simple concept that has produced a masterpiece, able to arouse emotions.

An ad for framing.


Agency: BBH – Lines

More information: http://www.the-mill.com