[Script Info] Title: [Events] Format: Layer, Start, End, Style, Name, MarginL, MarginR, MarginV, Effect, Text Dialogue: 0,0:00:00.90,0:00:03.00,Default,,0000,0000,0000,,Oamenii iau decizii in fiecare zi. Dialogue: 0,0:00:03.00,0:00:05.00,Default,,0000,0000,0000,,De exemplu, inainte sa iesi afara Dialogue: 0,0:00:05.00,0:00:06.70,Default,,0000,0000,0000,,ai un fel de declaratie tip DACA \Nce spune: Dialogue: 0,0:00:06.70,0:00:10.00,Default,,0000,0000,0000,,DACA ploua, \NATUNCI trebuie sa-mi iau geaca. Dialogue: 0,0:00:10.00,0:00:16.00,Default,,0000,0000,0000,,Si computerele sunt minunate atunci cand \Nai decis aceste declaratii, Dialogue: 0,0:00:16.00,0:00:21.00,Default,,0000,0000,0000,,ca pot executa acele lucruri la o viteza\Nnemaipomenita. Dialogue: 0,0:00:21.00,0:00:24.50,Default,,0000,0000,0000,,Un program de computer este \Nformat din Dialogue: 0,0:00:24.55,0:00:27.70,Default,,0000,0000,0000,,putina matematica si cateva Dialogue: 0,0:00:27.70,0:00:31.41,Default,,0000,0000,0000,,declaratii de tip DACA, \Nunde se iau deciziile. Dialogue: 0,0:00:31.41,0:00:34.00,Default,,0000,0000,0000,,Deci, in acest Puzzle, Dialogue: 0,0:00:34.00,0:00:37.50,Default,,0000,0000,0000,,blocul DACA il ajuta pe zombie \Nsa ia o decizie, Dialogue: 0,0:00:37.50,0:00:39.80,Default,,0000,0000,0000,,testeaza ceva. Dialogue: 0,0:00:39.80,0:00:45.00,Default,,0000,0000,0000,,De exemplu, sa folosim blocul care spune\N"Daca este un drum spre stanga", Dialogue: 0,0:00:45.00,0:00:48.00,Default,,0000,0000,0000,,si punem o comanda "spre stanga"\Ninauntrul lui. Dialogue: 0,0:00:48.00,0:00:51.50,Default,,0000,0000,0000,,Deci, ii spunem zombie-ului sa vada\Nimprejurimile, Dialogue: 0,0:00:51.50,0:00:53.70,Default,,0000,0000,0000,,sa vada daca exista vreun drum spre stanga, Dialogue: 0,0:00:53.70,0:00:56.00,Default,,0000,0000,0000,,si daca da, sa o ia la stanga. Dialogue: 0,0:00:56.00,0:01:01.31,Default,,0000,0000,0000,,Apoi folosim blocul "mergi inainte" \Nin interiorul blocului "Repeta" Dialogue: 0,0:01:01.31,0:01:04.00,Default,,0000,0000,0000,,sa continuam sa mergem oricat Dialogue: 0,0:01:04.00,0:01:06.00,Default,,0000,0000,0000,,e drumul drept. Dialogue: 0,0:01:06.00,0:01:12.00,Default,,0000,0000,0000,,Cand va fi un drum spre stanga, \Nblocul DACA ii va spune sa mearga spre stanga. Dialogue: 0,0:01:12.00,0:01:13.90,Default,,0000,0000,0000,,Vedeti, daca facem asta Dialogue: 0,0:01:13.90,0:01:18.40,Default,,0000,0000,0000,,daca mergem spre stanga apoi continuam drept,\Nne vom atinge scopul. Dialogue: 0,0:01:18.40,0:01:21.72,Default,,0000,0000,0000,,Acesta ste un exemplu de folosire a \Ncomenzii DACA, Dialogue: 0,0:01:21.72,0:01:26.34,Default,,0000,0000,0000,,un concept fundamental in tehnologia \Ncomputerelor si programare. Dialogue: 0,0:01:26.34,0:01:31.42,Default,,0000,0000,0000,,Unul dintre primele lucruri pe care \Nle-am invatat a fost sa fac un computer Dialogue: 0,0:01:31.42,0:01:34.90,Default,,0000,0000,0000,,sa joace X si 0. Am avut comanda DACA\Nce spunea Dialogue: 0,0:01:34.90,0:01:39.20,Default,,0000,0000,0000,,DACA cealalta persoana e pe care sa castige,\Nblocheaza-i calea. Dialogue: 0,0:01:39.20,0:01:44.41,Default,,0000,0000,0000,,Distrati-va invatand cum sa folositi secventa DACA.\NEste un concept-cheie.