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Continue with Life, Magic and Catch -up

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1 Continue with Life, Magic and Catch -up
Computer Science 2 3/8/2018 Dry run Declarations Fix it Continue with Life, Magic and Catch -up

2 Dry Run!! program Sample2; type rectype = record of a:integer; b:real;
end; arraytype = array[1..5] of rectype; var data: arraytype; count:integer; begin for count := 1 to 5 do data[count].a:= 2* count; data[count].b:= count -2; for count:= 1 to 5 do data[count].b:= data[count].b +data[count].a; for count:= 5 downto 1 do writeln(data[count].a:5, data[count].b:5:2); for count:= 1 to 4 do begin with data[count] do a := a + b; b := a*b; end; for count:= 1 to 5 do writeln(a,b:5:2) end.

3 Write the declarations for..
Storing 25 names, addresses, and ages. Storing 50 x-coordinates, y-coordinates, colors (numerical value), and file names (strings) for graphics. Creating a board for tic-tac-toe

4 This file is on the website as wreckt.pas
Fix the following program wreckt; type record = record begin name:string; phone:number; end PhoneBook = array[1..10] of phones; var count:integer; PhoneBook:Arry of records; for count:= 1 to 10 do writeln('Please enter the name'); readln(Phoneboook[count]); writeln('Please enter the phone number'); readln(Phonebook[number]); end; writeln(Phonebook[count]); end. This file is on the website as wreckt.pas

5 Program: Life The universe is a two-dimensional grid of square cells, each of which is in one of two possible states, alive or dead, or "populated" or "unpopulated". Every cell interacts with its eight neighbors, which are the cells that are horizontally, vertically, or diagonally adjacent. At each step in time, the following transitions occur: Any live cell with fewer than two live neighbors dies, as if caused by under population. Any live cell with two or three live neighbors lives on to the next generation. Any live cell with more than three live neighbors dies, as if by overpopulation. Any dead cell with exactly three live neighbors becomes a live cell, as if by reproduction.

6 Patterns - Any live cell with fewer than two live neighbors dies, as if caused by under population. - Any live cell with two or three live neighbors lives on to the next generation. - Any live cell with more than three live neighbors dies, as if by overpopulation. - Any dead cell with exactly three live neighbors becomes a live cell, as if by reproduction.

7 Your application of Life
Hint: include a boundary around your world. You determine the size of the universe Fill your universe: Examples Each cell has a 1 in N chance of being alive for the first generation. You select the value for N or have the user enter the value for N. Look up potential life patterns. Run the game for several generations. Show the universe after each generation Push: Break the program into procedures. neighbors(), showUniverse(), populate() Push: Determine a way to use records in your solution. Push: Have your universe ‘wrap’

8 Magic Square A magic square[1] is a n by n square grid (where n is the number of cells on each side) filled with distinct positive integers in the range {1,2,...,n2} such that each cell contains a different integer and the sum of the integers in each row, column and diagonal is equal

9 Magic Square Program Write a program that will take as input the values for each cell of a 3x3 potential magic square and determine if the square is magic. Push: Write a program to generate 3x3 magic squares. Using an algorithm rather than just hard coding a found solution. Push: Modify this to handle n x n magic squares.


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