Algoritma Pemrograman 2 A Achsan

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Transcript of Algoritma Pemrograman 2 A Achsan

Tugas Algoritma & Pemrograman 2A

(SOAL 1)

Nama : Hidayat Siddiq KurniawanNpm : 10108972Kelas : 1KA20

2. MENGHITUNG LUAS DAN KELILING LINGKARAN USES CRT;VARR,L,K : REAL;BEGINCLRSCR;WINDOW(10,13,27,80);TEXTBACKGROUND(WHITE);TEXTCOLOR(RED);SOUND(115);WRITELN('--------------------------------------');WRITELN('MENGHITUNG LUAS DAN KELILING LINGKARAN');WRITELN('--------------------------------------');WRITE('MASUKKAN JARI-JARI = ');READLN(R);K := 2 * (22/7)*R;WRITELN('KELILING = ',K:4:2);L := (22/7)* R * R;WRITELN('LUAS = ',L:4:2);NOSOUND;READLN;END.

OUTPUT DARI PROGRAM LUAS :

3. MENGHITUNG LUAS DAN KELILING SEGITIGA USES CRT;VARA,B,C,K,L : REAL;BEGINCLRSCR;WINDOW(5,5,35,70);TEXTBACKGROUND(WHITE);TEXTCOLOR(BLUE);WRITELN('---------------------------------------------------');WRITELN(' PROGRAM MENGHITUNG LUAS DAN KELILING SEGITIGA ');WRITELN('---------------------------------------------------');A := 17;B := 12;C := 8;WRITELN('MASUKKAN NILAI A = 17');WRITELN('MASUKKAN NILAI B = 12');WRITELN('MASUKKAN NILAI C = 8');WRITELN('HASILNYA ADALAH');K := A + B + C;GOTOXY(9,9);WRITELN('KELILING = ',K);L := (A+B)/2;GOTOXY(9,10);WRITELN('LUAS = ',L);READLN;END.

OUTPUT DARI PROGRAM LUAS DAN KELILING SEGITIGA :

4. MENENTUKAN NILAI SIN, COS, DAN TANGEN USES CRT;VARX : REAL;BEGINCLRSCR;WINDOW(5,5,35,68);TEXTBACKGROUND(WHITE);TEXTCOLOR(GREEN);SOUND(70);WRITELN('-------------------------------------');WRITELN('MENENTUKAN NILAI SIN, COS, DAN TANGEN');WRITELN('-------------------------------------');WRITE('BESAR SUDUT = ');READLN(X);WRITELN('SIN = ',SIN(X):4:2);WRITELN('COS = ',COS(X):4:2);WRITELN('TAN = ',ARCTAN(X):4:2);NOSOUND;READLN;END.

OUTPUT PROGRAM NILAI SIN, COS DAN TANGEN :

5. MENCARI AKAR DAN KUADRAT DARI SUATU NILAI USES CRT;VARX : REAL;BEGINCLRSCR;WINDOW(5,5,35,68);TEXTBACKGROUND(WHITE);TEXTCOLOR(BLACK);SOUND(270);WRITELN('-----------------------------------------');WRITELN('MENCARI AKAR DAN KUADRAT DARI SUATU NILAI');WRITELN('-----------------------------------------');WRITE('MASUKKAN NILAI = ');READLN(X);GOTOXY(7,7);WRITELN('AKAR = ',SQRT(X):9:3);GOTOXY(9,8);WRITELN('PANGKAT = ',SQR(X):9:3);NOSOUND;READLN;END.

OUTPUT PROGRAM AKAR DAN KUADRAT DARI SUATU NILAI :

6. MENCARI NILAI BULAT DAN PECAHAN USES CRT;VAR X : REAL;BEGINCLRSCR;WINDOW(5,7,32,70);TEXTBACKGROUND(WHITE);TEXTCOLOR(BLUE);SOUND(1000);WRITELN('-----------------------------------');WRITELN(' MENCARI NILAI BULAT DAN PECAHAN ');WRITELN('-----------------------------------');WRITE('MASUKKAN NILAI = ');READLN(X);GOTOXY(5,8);WRITELN('PECAHAN= ',FRAC(X):5:3);GOTOXY(5,11);WRITELN('BILANGAN BULAT = ',INT(X):5:3);NOSOUND;READLN;END.

OUTPUT PROGRAM MENCARI NILAI BULAT DAN PECAHAN :

` 7. MENAMPILKAN NAMA DAN NPM DI TENGAH LAYAR USES CRT;BEGINCLRSCR;WINDOW(5,7,32,70);TEXTBACKGROUND(WHITE);TEXTCOLOR(GREEN);SOUND(350);GOTOXY(30,10);WRITELN('NAMA : HIDAYAT SK');GOTOXY(30,11);WRITELN('NPM : 10108972');NOSOUND;READLN;END.

OUTPUT PROGRAM MENAMPILKAN NAMA DAN NPM DI TENGAH LAYAR :

8. MENULIS STMIK GUNADARMA DI POJOK KANAN ATAS LAYAR & UKURAN WINDOW SAMA!!

USES CRT;BEGINCLRSCR;WINDOW(1,2,65,70);TEXTBACKGROUND(RED);TEXTCOLOR(WHITE);SOUND(185);GOTOXY(66,1);WRITELN('STMIK GUNADARMA');NOSOUND;READLN;END.

OUTPUT PROGRAM MENULIS STMIK GUNADARMA DI POJOK KANAN ATAS LAYAR :