1. I WILL WRITE NOTES TO HELP WITH UNDERSTANDING OF SASHA MANUAL 2. IN LEFT BOX IS CODE YOU WILL WRITE. EACH LINE IS AN INSTRUCTION. THESE INSTRUCTIONS CONTROL THE HEXAGONS ON THE RIGHT. THE COLORS AT BOTTOM ARE INPUT AND EXPECTED OUTPUT. USE BUTTONS ON BOTTOM LEFT TO RUN PROGRAM. 3. EACH HEXAGON HAS A NUMBER. COLOR WILL APPEAR IN THE INPUT HEXAGON. IF COLOR IS MOVED FROM AN INPUT, THE NEXT INPUT COLOR WILL REPLACE IT. MOVE COLOR FROM INPUT HEXAGON TO OUTPUT HEXAGON. IT WILL SAY WHICH HEXAGONS ARE INPUT AND OUTPUT. 4. EACH HEXAGON HAS SIX SIDES EACH NUMBERED. PRIMARY COLOR MAKE OTHER COLOR. NUMBERS ARE IN BINARY. EACH INSTRUCTION IS MADE OF MANY PARTS. THE FIRST THREE DOTS ARE INSTRUCTION TYPE. THE NEXT FOUR IS HEXAGON YOU WANT TO MANIPULATE. 5. FIRST THREE DOTS ARE INSTRUCTION TYPE. THERE ARE 8 DIFFERENT INSTRUCTIONS. 6. THIS IS KIDS DRAWING. THE FOLLOWING PAGES WILL EXPLAIN THE EIGHT INSTRUCTIONS YOU CAN WRITE. 7. ROTATE. TURNS A HEXAGON. PUT 000 AS FIRST THREE DOTS. NEXT FOUR WILL BE THE HEXAGON YOU WANT TO ROTATE. NEXT DOT IS DIRECTION. LAST TWO DOT IS ROTATION AMOUNT. 01 TO ROTATE ONCE, 10 TO ROTATE TWICE, ETC. 8. MOVE. MOVE COLOR FROM ONE HEXAGON TO ANOTHER. PUT 001 AS FIRST THREE DOTS. NEXT FOUR DOTS IS HEXAGON YOU WANT TO MOVE FROM. NEXT THREE DOTS IS DIRECTION. 001 TO MOVE UP, 010 MOVE TOP RIGHT, 011 MOVE BOTTOM RIGHT, 100 MOVE BOTTOM CENTER, ETC 9. ADD COLOR. USE 011 AS FIRST THREE DOTS. NEXT FOUR DOTS IS HEXAGON YOU WANT TO ADD TO. IF NEXT DOT IS 1 YOU SUBTRACT. THE LAST TWO DOTS ARE THE COLOR YOU WANT TO ADD. 00 FOR WHITE. 01 FOR RED. 10 FOR GREEN. 11 FOR BLUE. SUBTRACT WHITE TO CLEAR. 10. COPY. SELECTS A COLOR FROM A SIDE OF A HEXAGON AND ADDS IT TO ALL SIDES OF A HEXAGON. IF SIGN DOT IS ACTIVE YOU SUBTRACT. ONLY SUPPORTS COPYING FROM SIDES 1 2 AND 3. 11. JUMP. SKIPS TO A SPECIFIC INSTRUCTION. THE NUMBER IS DICTATED BY THE LAST SEVEN DOTS. THE INSTRUCTION NUMBER IS WRITTEN IN BINARY. 12. JUMP IF COLOR. SAME AS JUMP BUT ONLY JUMPS IF A HEXAGON HAS A SPECIFIC COLOR. SKIPS OVER A SPECIFIC AMOUNT OF INSTRUCTIONS DICTATED BY LAST THREE DOTS. SKIPS 0 TO 7 INSTRUCTIONS. USING THIS INSTRUCTION ON A HEXAGON DOES NOT REMOVE THE COLOR. 13. AFTER READING THE LAST INSTRUCTION IT WILL READ INSTRUCTION 0 AND KEEP ON LOOPING. IF YOU MOVE A COLOR FROM AN INPUT OR SUBTRACT ALL THE COLOR FROM IT, THE NEXT INPUT COLOR WILL REPLACE IT. YOU CANNOT MOVE COLORS FROM AN OUTPUT.