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Physics

theoretical and practical material sufficient for students to master structural programming

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theoretical and practical material sufficient for students to master structural programming

Introduction

Among programmers, there is such a well-known recursive joke: “You need to program to learn how to program.” That is, it is impossible to learn practical programming theoretically – learning is about solving a lot of different problems with the use of a computer.

This guide is an attempt to provide theoretical and practical material sufficient for students to master structural programming and to acquire skills that will further help students learn programming independently.

The programming language used in the manual is Python 3. This choice of programming language is due to its simplicity, versatility, power and widespread use in the context of modern information technologies. However, it should be noted that most self-study tasks are invariant to the programming language. Therefore, the manual can be used as a compilation of programming tasks in any language.

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The guide consists of 10 main paragraphs. Each paragraph is devoted to a specific topic of structural programming, accompanied by theoretical material to the extent sufficient to solve problems, contains examples of solving typical problems and a list of tasks for independent work. Theoretical material uses lecture materials [2], which are taught to students of the Faculty of Mechanics and Mathematics in recent years and are recommended for study as additional material. In addition, reference material, manuals, and electronic publications from the list were used when writing the manual [1, 3, 4, 5, 6].

Examples of problem solving are accompanied by detailed descriptions of the algorithms, and key program points are explained in the comments. The set of tasks for independent work is made taking into account the long-term experience of teaching a programming course at the Taras Shevchenko Kyiv National University of Mechanics and Mathematics and is partly based on manuals [7, 8]. The manual also uses exercises taken from other reference books and electronic sources [2, 9, 10, 11, 12, 13, 14]. It should be noted that the tasks and examples of some sections may use material from previous sections. This requires the reader to work through the material consistently.

The numbering of all the objects in the manual (examples, tasks, figures, etc.) consists of two parts: the paragraph number and the serial number of the object in this section. Many of the tasks presented in the manual have subparagraphs indicated by lowercase letters of the English alphabet. When referring to a task, its number is indicated

Python in Examples and Tasks

 

the word “task” (in the correct form) is indicated. The reference may also indicate the sub-item of the task.

To write abstract objects (mathematical and boolean variables, vectors, matrices, rows, abstract data, mathematical and algorithmic functions, etc.), the manual uses mathematical italics. For displaying code snippets of programs, instructions, and IDs used when writing programs, a monospaced, backlit font (in different colors) is used, similar to that used in today’s integrated development environments. These measures should greatly facilitate the process of material perception.

The author expresses his sincere gratitude to the colleagues of the Department of Mathematical Physics, Associate Professors OV Obvintsev, BP Long. and Vakalu ES for helpful tips, constructive criticism, and help with creating this guide.

  • 0 BASIC PROGRAMMING CONCEPTS

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This course is about programming, that is, writing algorithms that will be run by a computer. Programming is one of the components of computer science. So first let’s look at its basic concepts.

The basic concept of computer science is the concept of information. This notion plays as important a role in computer science as the notion of number in algebra or the notion of point in geometry. The term information comes from the Latin word informatio, which has several meanings: explanation; statement of facts, events; interpretation; representation, concept; familiarization, education. This is a basic axiomatic concept in computer science

– it cannot be submitted through other “simpler” concepts.

Computer science is the science of the methods of image, accumulation, transmission and processing of information by computers.

Information in computer science assumes availability

  • tangible media,
  • sources and transmitters of information,
  • the receiver of information,
  • channel of communication between the source and the receiver of information.

Artist is a device capable of performing actions from a given set. A single action command is usually called an instruction (or statement). The most common examples of artists are computers. Other examples of performers may be household appliances, robots, personal gadgets.

Algorithm – a set of instructions that describe the order of the performer to achieve the result of solving the problem for a finite amount

  Remember! This is just a sample.

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