• Son Luu

    Week 5: Honey Bees & Object-oriented Programming

    Updated: Mar 4, 2019



    Class: Computational Media

    Professor: Cassie Tarakajian



    Honeybees and the Lessons They Teach Us


    When we think about honeybees, we probably think about the producers of the delicious sweet taste of honey and the many useful products coming from bee wax. I also learn that, according to an article in the Princeton Press, "In North America, the managed honeybees are the primary pollinators for some 50 fruit and vegetable crops, which together form the most nutritious portion of our daily diet." But not only that, they also give us a great wisdom gift, for inside each beehive where hundreds or thousands of bees coming and leaving every minute of their hard-working day, exists an beautiful example of a united community whose members successfully work together to accomplish shared goals. The useful little insects, each with its own task and responsibility, teach us a precious lesson about building productive functioning groups, fully taking advantage of the power of democratic decision making and collaboration while maintaining accountability and unity under queen bee's respectable leadership.




    Object-oriented Programming


    This week, we went over Object oriented programming, and its application with Class of objects and Arrays of objects. Sounds complicated! But, once I understood the concept and knew how to approach my programming using object-oriented methods, I have just increased the efficiency and good organization of my codes significantly, especially when the number of coding lines in my editor starts to go beyond 100.

    Up until this week, everything that I've created used what is called procedural programming. It is simply a list of instructions to tell the computer what to do and in a particular order. For example, draw an ellipse by these specific parameters, then draw a rectangular by these measurements and put it in this position by these coordinates etc. The new path that object-oriented programming is taking us on will allow the making of actual "things" on the computer screen, called "Objects". All the random drawings I have done so far will be organized for the purpose of creating certain objects, such as an animal, a thing. Each will have a name, properties and actions. Just like these bees below, the object in this case, could be called "Bees." These bees have properties of colors and shapes for their appearance, and finally, their action would be "to fly" (possibly in a straight line from right to left, or maybe in a random direction).