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BBC
The British Broadcasting Corporation (BBC) is primarily a national publicly-funded
broadcaster based in the United Kingdom, which also has some international services. Some
of the international services (such as BBC cable TV in the United States, Canada and
elsewhere) are commercially funded, making the BBC also a multinational corporation.
It is frequently heralded as the most widely respected broadcaster in the world. Sometimes
affectionately known to local consumers as "the Beeb", "the Corporation", or "Auntie" the
BBC was for many years the only radio and then televisual provider in the United Kingdom.
Its motto is "Nation Shall Speak Peace Unto Nation".
Before the introduction of Independent Television in 1955 and subsequently Independent
Radio in 1973, it held a monopoly on broadcasting. More recent de-regulation of the British
television broadcasting market produced analogue cable television and satellite broadcasting
and later digital satellite, digital cable and digital terrestrial television (DTT).
Today the BBC broadcasts in almost all media and operates an award winning internet
service, bbc.co.uk, itself indicative of the corporation's continued ability to move with the
times.

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Object-oriented programming calls properties by the name instance variables and actions are
known as methods. Java Platform EE, Groovy and Grails, object-oriented programming,
design patterns, agile methodologies, unit testing, project automation, open source
development frameworks...
In learn Java is a good way to then make the C example, the techniques of object oriented
programming is very similar. Furthermore, you also have the choice of using procedural
programming or object oriented programming, or a mixture of them. The new OOP model is
documented in the OOP language reference and OOP migration appendix sections. In this
article we will try to cover the very basics of Pascal and we will leave OOP for the next issue
of this newsletter. A little late but I was pleased with the journal of Stephen on the benefits
of using object-oriented programming (OOP) with PHP read parent. The learning curve of
OOP is for developers who have started with simple procedural programming certainly more
difficult and fun OOP makes only a good development environment (like Eclipse). Today we
will see how to write your first application for Android, the first thing I recommend you go
to refresh the basics of object-oriented programming and a bit of java, as applications for
Android are written precisely in Java. Microsoft Visual Studio is one of those applications,
because it brings the possibility of developing applications in a simple enough and
comprehensible way for the user that has already been introduced to the object oriented
programming world. For programming usually Ruby is (ab-)used (since it has a "great
concept of OOP"), running within rxvt-unicode. I hear PHP 5 has an entirely
new OOP model, will my existing OOP code work? I shouldn't tell you about meta-classing
or hypertext or object-oriented programming. PHP 5 introduces a destructor concept similar
to that of other object-oriented languages, such as C++. But I was so blinded by the first one
that I didn't even really see the other two.

context.reverso.net/traduccion/espanol-ingles/programación+orientada+a+objetos

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This work emerges as a product of the project called SAVI (Virtual Learning System of the
University of Ibagué), which is carried out by the GISMI research, from the Ingeniería de
Systems The project belongs to the Technology line and Educational Quality, and its main
objective is Development of a Learning Management platform for virtual environments and
support educational processes face-to-face activities through the use of Information and
Communication (TIC). In this article, expose aspects related to the subject, and socialize
some partial achievements obtained through a pedagogical experience, applied with students
of Object Oriented Programming - POO. For Systems Engineering students, the learning a
programming language computers has generally turned out to be a labor complex and
mythical, for the high intellectual demand, logic, creativity, dedication, many hours of study
and experimentation that requires the large amount of conceptual, syntactic and structural
details of a software development language. The idea to defend part of presenting an analysis
of the impact of teaching mixed in computer programming and infer that the use of different
technological tools, in cooperative teaching and learning processes and integrated, can
generate reflection processes, improvement and academic quality, converting both self-
formative content such as the use of tools, in a meaningful exercise, not only for engineers
but for all who participate in the mediated education with technology. In this sense, focuses
attention on construction among students and the teacher of an active learning from the
presence and virtuality, fostering and supporting independent work, increasing the levels of
motivation and participation through technology, but without magnifying or oversizing the
ICT and the role of the Internet as axes of practice pedagogical
www.redalyc.org/pdf/849/84917310029.pdf

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A virtual learning environment can be said to refers to the space in which the learning and
the sequence of their activities. East space is built on the basis of two elements: the education
and computer technology, within which include the so-called ICT, "set of technologies that
allow acquisition, production, storage, treatment, communication, registration and
presentation of information, in the form of a voice, images and data, contained in signs of
nature acoustic, optical or electromagnetic "[1]. The most common meaning for e-learning is
teaching via Internet. It refers, on the one hand, to use of Internet technologies and, on the
other, a methodology of skill development and work in small groups with collaborative
learning, supported by computer, focused on the person who learns and does not both in
which he teaches, that is, his purpose is not teach, but to get the student to learn and Learn to
learn throughout life. The construction of a virtual learning environment must integrate an
investigation of the area, the contents pedagogical, the organization of the subject, the design
digital and the implementation of the components. The need to reuse the materials in different
platforms gave rise to the creation of standards that allow the documentation, search and
distribution of the educational contents. Among those that have been generated, one of the
most important is the SCORM, developed by ADL3 (Advanced Distributed Learning), a
program of the Department of Defense of the United States, which establishes principles and
work guidelines for development of models in educational training based on Web
technologies. This program organized several initiatives, and the description of sets of objects
of learning (LO) in a structured way contributed by the Committee for the Standardization
of Educational Technologies of the IEEE, and put them together in the SCORM standard,
Model Reference for Interchangeable Content Objects. The LOs can be defined as small units
of interactive content, which should have the possibility of be reusable
www.redalyc.org/pdf/849/84917310029.pdf

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Object-oriented programming Object is the key concept of Object Oriented Programming,
the idea of object is similar to that of the real world, and an object can be a chair, a table.
Your dog is an object. Objects have two characteristics: A state and a behavior. Notice that
for example your dog has a state: name, color, race, height, etc. and behavior: barking,
digging wells, crying, sleeping, eating, etc. A car is an object. It also has a status: Number of
doors, color, size, etc. and a behavior: accelerate, brake, raise change, lower change, turn left,
turn right, etc. Then we can define an object in OOP, as a set of data and related functions.
To the functions of the objects, such as accelerating in the case of the car, from here on we
will call them methods, to the data we will call them attributes. The objects in programming,
are modeled observing real world objects, for example implement the object "dog" within
our program defining the attributes and methods of the real dog object. The "Auto" object
can be represented graphically as follows: Auto object A more complicated example of an
object could be the following: Object: Bank account Attributes: type, owner, balance.
Methods: Deposit, Extract. Here you see the need for the attribute "balance" is only accessible
through the methods "Deposit" and "Extract" for a matter of security, encapsulation and to
avoid unwanted behavior. What is a class? A class is something abstract that defines the
"form" of the object, one could speak of class as the mold of objects. In the real world there
are objects of the same type, for example your bike is just one more of all the bicycles in the
world. Then we would say that your bicycle is an instance of the "Bicycle" class. All bicycles
have the attributes: color, number of changes, owner and methods: accelerate, brake, and
change. The bicycle factories use molds to produce their products in series, in the same way
in POO we will use the class bicycle (mold) to produce their instances (objects). The objects
are instances of classes. Example: We could have the Dog class, an instance of this class
could be the dog object called "Chicho". The Dog class would specify that all dogs would
have a name, hair color, height. While the "Chicho" instance will contain specific values for
each of these attributes. We can define a class as a template that defines common variables
and methods for all objects of a certain type. There is a modeling language called UML by
which we can graphically represent an entire object-oriented system using rectangles, lines
and other graphic symbols. According to UML, the class "Bank Account" mentioned above
will be represented graphically as follows: bank Account Class Messages An object in itself
does not have much meaning. Example: the "bicycle" object does not make much sense if it
does not interact with a "person" object that pedals.
https://programacion.net/articulo/programacion_orientada_a_objetos_279

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Interaction between objects occurs through messages. Messages are called to methods of a
particular object. We can say that the person object sends the message "turn left" to the
bicycle object. Messages can contain parameters. For example, having a method in the
bicycle class called "Rotate" that receives the address (right or left) as a parameter. A message
is composed of the following three elements: The destination object, to which the message is
sent The name of the method to call The parameters requested by the method Benefits of
messages As everything an object can do is expressed by methods, sending messages
supports all possible interactions between objects. To send or receive messages, objects do
not need to be part of the same process, not even of the same machine. Heritage Object-
oriented systems allow defining classes in terms of other classes. For example German
shepherd and poodle are different breeds of dogs. In the object-oriented terminology
"German Shepherd" and "Poodle" are subclasses of the dog class. Similarly, Perro is the
superclass of "German Shepherd." Then we have the following class hierarchy: Class
hierarchy In UML, the inheritance relationship is represented by an arrow. Each subclass
inherits the attributes of the superclass. Both the "German Shepherd" and "Poodle" class will
have the attributes name, hair color, height defined in the Dog class. A subclass is not limited
only to the attributes of its superclass, it can also have its own attributes, or redefine some
previously defined in the superclass. You are not limited to a single level of inheritance, you
can have all those that are considered necessary. Example: Employee class inherits from
https://programacion.net/articulo/programacion_orientada_a_objetos_279
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Object-oriented programming Object-oriented programming (POO, or OOP according to its
acronym in English) is a programming paradigm that comes to innovate the way to obtain
results. The objects manipulate the input data to obtain specific output data, where each
object offers special functionality. Modularity is the ability to divide the problem into small
independent parts, this goes beyond the encapsulation of a simple procedure of structured
programming that we have seen so far. Here a set of operations and data that are closely
related to each other forming a module is encapsulated. An object-based language gives us
the ability to define objects and perform operations on them and is similar to the data
abstraction paradigm. The addition of the concepts of class and inheritance makes us talk
about object-oriented languages. An object is the instance of a class. Through inheritance we
can reuse the behavior of a class in the definition of new classes. Many of the pre-designed
objects of the current programming languages allow grouping in libraries or libraries,
however, many of these languages allow the user to create their own libraries. It is based on
several techniques, including inheritance, cohesion, abstraction, polymorphism, coupling and
encapsulation. Objects are entities that have a certain "state", "behavior (method)" and
"identity": Identity is a property of an object that differentiates it from the rest; said with
other words, it is its identifier (concept analogous to the identifier of a variable or a constant).
The methods (behavior) and attributes (state) are closely related by the joint property. This
property emphasizes that a class requires methods to deal with the attributes it has. A class is
a template for creating data objects according to a predefined model. Classes are used to
represent entities or concepts. Each class is a model that defines a set of variables (the state),
and appropriate methods to operate with said data (the behavior). Each object created from
the class is called the instance of the class. Classes are a fundamental pillar of object-oriented
programming. They allow to abstract the data and its associated operations to the way of a
black box. The programming languages that support classes differ subtly in their support for
various class-related features. Most support various forms of inheritance

https://aprendiendoarduino.wordpress.com/2017/07/08/clases-y-objetos/
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Introduction
Linear programming (PL), Linear equation systems, and matrix inversion are often favorite
topics for both instructors and students. The ability to solve these problems by the Gauss-
Jordan pivoting method (GJP, Gauss-Jordan pivoting), the widespread availability of
software packages, and their wide variety of applications make these topics accessible even
for students with relatively limited mathematical knowledge. . Traditional PL textbooks
usually devote separate sections to each topic. However, such close relationships between
these issues are often not presented or discussed in depth. This article expands the existing
unidirectional relationships between these topics to build a complete bi-directional
relationship as in the following figure. For each topic it is shown how the problem can be
modeled and solved by any of the associated methodologies. Comprehensive Links The
additional links introduced here, allow the user to understand, model and solve a problem
modeled like any of these mentioned, having access to a Solver (solutionist) computer
package. The objectives are the theoretical unification as well as the advances in the
applications. The following six sections develop the links that are illustrated with small
numerical examples. Although some of these examples are completely known, we include
them here for your understanding. Problem of PL Solved with the solver (solutionist) for
System of Equations. This section is probably one of the best known because many Simplex
Method Simplex Method introductions of linear programming (PL) are developed using a
system approach of linear equations. The coordinates of the vertices are the basic feasible
solution of the systems of equations obtained by placing some restrictions on the limit
situation (ie, equality). For a limited feasible region, the number of vertices is at most the
combinatorial value Cpq where p is the number of constraints and q is the number of
variables. Therefore, taking any equation q, and solving simultaneously, one obtains a basic
solution (if it exists). Substituting this basic solution into the constraints of other equations,
one can check the viability of the basic solution. If feasible, then this solution is a basic
feasible solution that provides the coordinates of a corner point of the feasible region. Each
solution of any system of equations is called a Basic Solution (SB). Those Basic Solutions
that are feasible are called Basic Feasible Solutions (SBF). The vertices of set S are the SBF.
Let's suppose that we have the following problem of PL with all the variables without
restrictions in the sign: Max X1 + X2
http://home.ubalt.edu/ntsbarsh/opre640S/SPANLineraAlg.htm

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