cover 1
A primary school t severallyer requires a program that set up be used to play a shape-guessing game with novel children; the aim being to part logical strategies and practice their catch of looks. In this game the computer picks a number between 1 and 100 and gives the child 10 turns to guess the number. afterward each incorrect 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 again with the same child. If the number is not guessed correctly the game is restarted with another child.
Application 2
Develop an algorithm, again using pseudocode, which allows the user to comment a variable number of examination marks, calculates the median(a) and ingrains the average and the bowed examination marks in descending order.
Due to these problems we must develop some steps in a pseudocode form which whence could be converted into a chosen computer talking to -possibly Pascal, C++, Fortran, etc. The steps of designing the algorithm for each problem are written in plain slope suitable for the user to convert them into a computer language.
For Application 1:
Step 1: begin 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 read it.
Step 5:Compare the entered number with the one randomly chosen.
Step 6:If the dickens numbers are equal do. (loop statement)
Step 7:exit loop
else
Step 8:print 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...
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