By Kinga Laura Dobolyi
Agnostic Programming: studying to layout and attempt easy Programming Algorithms is written for novices who are looking to examine simple programming ideas with no the main points of any specific programming language. instead of an in-depth dialogue of programming syntax and pointless definitions, this brief publication introduces the center, foundational programming constructs with a test-driven method. brief, yet tough programming routines are chanced on on the finish of each bankruptcy. an outstanding first programming e-book for college students who will proceed to application in a number of languages, with a heavy concentrate on challenge fixing and checking out.
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Additional resources for Agnostic Programming: Learning to Design and Test Basic Programming Algorithms
Does my test suite guarantee that my code will not have bugs? No, this is impossible, since I have yet to write the code. I could theoretically hard-code the solution to always return the correct answer for the twenty-one test cases I care about (just like I could hard-code a program to always return -36), and otherwise return the string “#winning”. But I do have high confidence that if I didn’t purposefully make such a mistake, that my code works well. Exercise: Do I want the test case (6,7,7)?
Hint: your answer should only be two lines long. 11. Imagine that we have a w by h grid, where the tiles are numbered starting at 1 in the top left corner. ) Imagine someone else has stored the values w (for width) and h (for height), that they have read in from a text file. You have access to these stored values, as long as you call them w and h. Write a program to return: a. The row number of a tile number given by the user. Hint: use integer division, //, which returns only a whole number and truncates any remainder.
Determines if a number entered by the user is even. The program should return 1 if the number is odd, and 0 if the number is even. Hint: use modulus! 8. Determines if a number entered by the user is even. The program should return 0 if the number is odd, and 1 if the number is even. ) 9. Gets a number from the user, and returns a string where the next three multiples of that number multiplied by 3 three, separated by spaces. For example, if the user inputs the number 2, the program would return the string “6 18 54”.
Agnostic Programming: Learning to Design and Test Basic Programming Algorithms by Kinga Laura Dobolyi