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Exercises(Hashtag-Style_comments).txt
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Exercises(Hashtag-Style_comments).txt
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# How to practice a language !
# Here are some exercises to help you improving your skills in any programming language.
# The purpose of this exercise sheet is to allow anybody learning a new language to practise. Exercises are ordered by difficulty.
# The exercises are taken from practical session of EPITA's first year.
# Document will be updated with new exercises and corrections are available for some languages.
# Since I am far from knowing every programming language, some exercise may not be as easy as they could be.
# Feel free to send me corrections for languages that are not available yet,
# new exercises ideas or any mistakes that I could have made !
# Nothing will be clearly explained, you will just have exercises and corrections.
# You need to look for answers on the internet (stackoverflow.com is good for example) and search by yourself.
# Tutorials are available all around the internet, but searching by yourself helps you learning about things
# you were not looking for !
# Good luck :)
# Create a new project for the language you want to learn and add this file with the
# right extension (.c for c, .cpp for C++, .cs for C#, etc.) regarding the language.
# You will need to add the corresponding headers/library/etc.
# Part One:
# FIXME: Declare variables
# Declare two variables: an integer named "age", and a string named "name" with corresponding values (your name and age)
# FIXME: Print
# Print the following sentence in the console "You are NAME and you are AGE years old !". Don't forget to add a newline at the end
# FiXME: Concatenation
# Create a new string variable called "hello" which value is "Hello ". Add "name" at the end of "hello" (Concatenation) then print it
# FIXME: Array
# create a new string array called "shoppingList", with three elements of your choice. Create an int variable containing the number of
# elements in "shoppingList" (using a function of the array/using the array)
# FIXME: For-loop - Integer
# Create a simple for-loop for an integer "i" going from 1 to 10 that print the value of "i"
# FIXME: For-loop - shoppingList
# Create a for loop that iterate through "shoppingList" and prints each element.
# FIXME: Foreach-loop
# Do the same with a foreach-loop.
# FIXME: If-statement
# Modify the first for-loop (with i from 1 to 10) such that it prints "(value of i) is even" when "i" is divisible
# by 2 (You may want to learn more about "modulo" (%)). Else, print "(value of i) is odd".
# FIXME: Sum Up
# Create a string variable called "element" with the value of your choice. Then create a for-loop that checks if "shoppingList" contains
# "element". If yes, print "You have to buy (value of element) !", and stop the loop (search how to stop a loop).
# If not, print "Nope, you don't need (value of "element")".
# Part Two:
# FIXME: Functions - Ascii
# Create a function that returns nothing and which doesn't takes any parameter. It should just be named "TriForce"
# and print the TriForce symbol (one triangle over two other ones, can be found on internet) with "TRIFORCE"
# Don't forget to call the function !
# FIXME: Functions - One parameter
# Create a function that takes a string as parameter and returns "Hello (value of string) !"
# FIXME: Functions - Multiple parameters
# Create a function that takes two integers as parameters and returns the addition of these two.
# You can do the same with multiplication, subtraction and division.
# FIXME: User entry
# Create a string variable that takes what the user enter in the console as value. Then print "You entered (value of string)"
# FIXME: While loop
# Create a while loop that takes a number and divides it by 2 until it is less than 3
# FIXME: do-While loop
# Do the same with a do-while loop
# FIXME: Random generator
# Create a function that returns a random number
# FIXME: Random generator with bounds
# Create another function that returns a random number between two bounds given as parameters.
# FIXME: Multidimensional array
# Create a two dimensional int array of 3 columns and 3 rows. Use 2 for-loops to add a random number
# between 1 and 9 in each of the 9 rooms.
# You may use one of the two previously created function.
# Then print them such that they appear like this (with [x1,x9] being the 9 random integers):
# {x1,x2,x3,}
# {x4,x5,x6,}
# {x7,x8,x9,}
# FIXME: Switch
# Create a Switch that takes an integer "a" and return a sentence regarding the value of a
# (Create 3 statements for 3 specific values and a default one)
# FIXME: logic Gates
# Create 7 functions for each logic gates (And, Or, No, Nand, Nor, Xnor, Xor).
# Each function takes two booleans as parameters and returns the result of the logic gate.
# (or You can do it with a switch and only one function)
# FIXME - Reverse
# Create a function that reverse a string