"DatormÄcÄ«ba. Skaitlisko aprÄÄ·inu realizÄcijas metodes ...
"DatormÄcÄ«ba. Skaitlisko aprÄÄ·inu realizÄcijas metodes ...
"DatormÄcÄ«ba. Skaitlisko aprÄÄ·inu realizÄcijas metodes ...
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Pk2-7. Jāizmanto operātors:<br />
if ((a+b)>c) and ((a+c)>b) and ((c+b)>a) then<br />
write('var uzkonstruet trijsturi') else write('nevar uzkonstruet<br />
trijsturi').<br />
Pk3-1. a) 6 8 10 12 14 16<br />
b) 1; 99 2; 98 3; 97 4; 96 5; 95<br />
c) ** 6** 7** 8** 9** 10<br />
d) 13 14 15 16 17 18 19 20 21<br />
Pk3-2. a) for i:=1 to 5 do writeln(i);<br />
b) Summa:=0;<br />
for i:=1 to 10 do begin<br />
read(Skaitlis);<br />
Summa:=Summa+Skaitlis;<br />
end;<br />
writeln (Summa:15);<br />
Pk3-3. for i:=3 to 10 do writeln(13-i:13-i);<br />
Pk3-4. Summa:=0;<br />
for i:=4 downto 1 do begin<br />
writeln('*':15-i);<br />
Summa:=Summa+(5-i);<br />
writeln(Summa);<br />
end;<br />
Pk3-5. Var izmantot operātorus: sum:=0;<br />
for i:= a to b do sum:=sum+sqr(i);<br />
write(sum);<br />
Pk3-6. Var izmantot operātorus: r:=1;<br />
for i:= a to b do r:=r*i;<br />
write(r);<br />
Svarīgi izsekot tam, lai reizinājums r nepārsniegtu tā definīcijas<br />
apgabalu.<br />
Pk3-7. Var izmantot operātorus: b:=0;<br />
for i:= 1 to 100 do begin a:= random(n);<br />
if a>b then b:=a; end;<br />
write(b);<br />
Pk3-8. Var izmantot operātorus:<br />
for i:= 1 to 100 do begin a:= random(n);<br />
if (an/3) and (a