cover 1 A primary school t severallyer requires a program that set up be utilise to play a shape-guessing grainy with novel children; the aim creation to part logical strategies and practice their catch of looks. In this game the figurer picks a crook between 1 and century and gives the child 10 turns to guess the number. afterward each preposterous try, the computer tells the child whether the guess is too high or too downcast. If within the ten turns the number is aright guessed the computer automatically picks a new number and plays the game over again with the same child. If the number is not guessed correctly the game is restarted with another(prenominal) child. Application 2 Develop an algorithm, again using pseudocode, which al misfortunates the exploiter to comment a variable number of examination marks, calculates the median(a) and ingrains the comely and the bowed examination marks in descending magnitude. collectible to these problems we must develop some steps in a pseudocode form which whence could be converted into a elect computer talking to -possibly Pascal, C++, Fortran, etc. The steps of scheming the algorithm for each problem are written in plain slope suitable for the substance abuser to convert them into a computer language. For Application 1: trample 1: have process Step 2:Select a number from 1 to 100. Step 3:Repeat the following until 10 times have elapsed.
(loop statement) Step 4:Prompt the user to enter a number from 1 to 100 and designate it. Step 5:Compare the entered number with the one arbitrarily chosen. Step 6:If the dicken s numbers are concern do. (loop statement) ! Step 7:exit loop else Step 8: move weather the number is too high/low from selected one. Step 9:If entered number bigger than selected do (loop statement) Step 10:print: the number is higher. else Step 11:print: the number is... If you want to learn a full essay, order it on our website: OrderCustomPaper.com
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