[Script Info] Title: [Events] Format: Layer, Start, End, Style, Name, MarginL, MarginR, MarginV, Effect, Text Dialogue: 0,0:00:00.46,0:00:05.20,Default,,0000,0000,0000,,Xo‘sh, yaxshi, mening ismim {\i1}Charita Carter{\i0}. Men \N{\i1}Walt Disney Imagineering{\i0}da bosh yaratuvchi Dialogue: 0,0:00:05.20,0:00:09.55,Default,,0000,0000,0000,,dizaynerman. Men, asosan mehmonlarda taasurot qoldirish uchun manzaralar yaratadigan Dialogue: 0,0:00:09.55,0:00:16.57,Default,,0000,0000,0000,,yetakchi jamoalarga ma’sulman. Biz doimo mehmonlarimizda yaxshi taasurot qoldirish Dialogue: 0,0:00:16.57,0:00:21.22,Default,,0000,0000,0000,,va uni yaxshilay oladigan yo‘llarni izlaymiz va texnologiya bu narsaning yuragidir. Dialogue: 0,0:00:21.22,0:00:27.64,Default,,0000,0000,0000,,Tabriklar! Siz buni uddaladingiz! Siz BB-8 ni dasturlashtirdingiz. Menimcha, endi biz yanada qiyinroqlariga tayyormiz. Dialogue: 0,0:00:27.64,0:00:33.25,Default,,0000,0000,0000,,Keling, uni qilamiz. Siz hozirda dasturlashning asoslarini o‘rgangansiz, biz R2-D2 va C3PO dan boshlangan, Dialogue: 0,0:00:33.25,0:00:40.16,Default,,0000,0000,0000,,siz o‘z o‘yiningizni yaratgan vaqtga qaytmoqchimiz. O‘yin yaratish uchun biz o‘yin dasturchilari Dialogue: 0,0:00:40.16,0:00:45.99,Default,,0000,0000,0000,,har kuni ishlatadigan bir narsani o‘rganishimiz kerak: ular hodisalar ({\i1}events{\i0}) deb nomlanadi. Dialogue: 0,0:00:45.99,0:00:51.09,Default,,0000,0000,0000,,Hodisalar dasturingizga biron narsa sodir bo‘lsa kutishini yoki eshitishini aytadi va keyin Dialogue: 0,0:00:51.09,0:00:56.83,Default,,0000,0000,0000,,shunday bo‘lganda u biron javob qaytaradi. Hodisalarga ba’zi misollar, sichqoncha bosilganda, Dialogue: 0,0:00:56.83,0:01:02.71,Default,,0000,0000,0000,,yo‘nalishli tugmalarni, va ekranga bosishni eshitish kabilar bo‘lishi mumkin. Bu yeda biz R2-D2ni uchuvchiga xabarni yetkazishi uchun Dialogue: 0,0:01:02.71,0:01:07.09,Default,,0000,0000,0000,,yuqoriga harakatlantirmoqchimiz va keyin boshqa uchuvchi tomonga pastga harakatlantiramiz. Dialogue: 0,0:01:07.09,0:01:12.57,Default,,0000,0000,0000,,Biz uni harakatlantirish uchun hodisalardan foydalanamiz. O‘yinchi yuqoriga/pastga yo‘nalgan klaviaturadan yoki tugmalardan foydalanganda, Dialogue: 0,0:01:12.57,0:01:19.55,Default,,0000,0000,0000,,biz {\i1}when up{\i0} hodisa bo‘limidan foydalanamiz va unga {\i1}go up{\i0} bo‘limini biriktiramiz. Dialogue: 0,0:01:19.55,0:01:25.27,Default,,0000,0000,0000,,O‘yinchi yuqoriga yo‘nalgan klaviaturani bossa, {\i1}when run{\i0} bo‘limiga biriktirilgan kod ishlaydi. Dialogue: 0,0:01:25.27,0:01:28.71,Default,,0000,0000,0000,,Va R2-D2 ni pastga harakatlantirish uchun ham xuddi shuday qilamiz. Dialogue: 0,0:01:28.71,0:01:34.74,Default,,0000,0000,0000,,Hozir {\i1}droid{\i0}imizni boshqarish uchun barcha kodni oldindan yozib qo‘yish o‘rniga, biz \NR2-D2ga tugma bosilganda ekran bo‘ylab Dialogue: 0,0:01:34.74,0:01:40.81,Default,,0000,0000,0000,,harakatlanish hodisalari bilan javob qaytarish imkoniyatini yarata olamiz. Bosqichma-bosqich \No‘yinigiz Dialogue: 0,0:01:40.81,0:01:42.51,Default,,0000,0000,0000,,ikki tomonlama bo‘lib bormoqda.