1. Program menentukan bilangan genap yang habis dibagi 3, beserta banyak dan jumlahnya antara a dan b.
1.1 Flowchart
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1.2 Tracing Flowchart
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a = 10
b = 24
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i = 12 18
jml = 30
byk = 2
1.3 Script Program :
program Menentukan_Bilangan_Genap_Yang_Habis_Dibagi_3;
uses crt;
var
x,y,bil,sum,count : Integer;
u : string;
Begin
repeat
clrscr;
writeln('++++++++++++++++++++++++++++++++++++++++++++++++++++++++');
writeln('+----Selamat Datang di Program Penenentuan Bilangan----+');
writeln('+--------Antara Bilangan x dan y akan ditentukan-------+');
writeln('+----------bilangan genap yang habis dibagi 3----------+');
writeln('++++++++++++++++++++++++++++++++++++++++++++++++++++++++');
writeln(' ');
write('Tekan ENTER untuk memulai');
readln;
writeln(' ');
write('Masukkan x (Bilangan Awal) : ');
readln(x);
write('Masukkan y (Bilangan Akhir) : ');
readln(y);
sum := 0;
count := 0;
writeln(' ');
writeln('KESIMPULAN : ');
write('Bilangan yang memenuhi antara lain ');
for bil:=x+1 to y-1 do
Begin
if bil mod 2 = 0 then
Begin
if bil mod 3 = 0 then
Begin
write(bil,' ');
sum := sum + bil;
count := count + 1;
End;
End;
End;
writeln(' ');
write('Banyak bilangan : ',count);
writeln(' buah bilangan');
writeln('Jumlah bilangan : ',sum);
readln;
writeln('Ingin mengulang? (Ya / Tidak)', u);
readln(u);
until u ='Tidak';
readln;
End.
1.4 Printsreen program
1.4.1 Areal kerja
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1.3.2 Saat di-Run (ctrl+F9)
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2. Program menyelesaikan akar-akar persamaan
2.1 Flowchart program
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2.2. Trace
2.2.1 Untuk Kondisi D>0
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a = 1
b = -9
c = 20
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D = 1
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x1 = 5
x2 = 4
x1i = -
x2i = -
2.2.2 Untuk Kondisi D = 0
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a = 1
b = 4
c = 4
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D = 0
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x1 = -2
x2 = -2
x1i = -
x2i = -
2.2.3 Untuk Kondisi D<0
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a = 3
b = 2
c = 1
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D = -8
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x1 = -
x2 = -
x1i = 0,14
x2i = -0,80
2.3 Script Program
program Mencari_Akar_Persamaan_Kuadrat;
uses crt;
var
a,b,c,D,x1,x2,x1i,x2i:real;
Begin
clrscr;
writeln('********************************************************');
writeln('*--Selamat Datang di Program Pencarian Akar Persamaan--*');
writeln('*-------Bentuk umum persamaan kuadrat = ax^2+bx+c------*');
writeln('********************************************************');
writeln(' ');
write('Tekan ENTER untuk mulai memasukkan nilai a, b, c');
readln;
writeln(' ');
write('input nilai a : ');
readln(a);
write('input nilai b : ');
readln(b);
write('input nilai c : ');
readln(c);D:=b*b-4*a*c;
write('Maka didapat nilai D adalah ', D:0:2);
readln;
if D > 0 then
Begin
x1:=(-b+(sqrt(D)))/(2*a);
x2:=(-b-(sqrt(D)))/(2*a);
writeln(' ');
writeln('KESIMPULAN : ');
write('Akar-akarnya antara lain : x1 = ', x1:0:2);
write(' dan x2 = ', x2:0:2);
readln;
End;
if D = 0 then
Begin
x1:=(-b)/(2*a);
x2:=x1;
writeln(' ');
writeln('KESIMPULAN : ');
write('x1 = x2 yaitu ', x1:0:2);
readln;
End;
if D < 0 then
Begin
x1:=(-b+(sqrt(-D)))/(2*a);
x2:=(-b-(sqrt(-D)))/(2*a);
writeln(' ');
writeln('KESIMPULAN : ');
write('Akar-akarnya imajiner antara lain : x1i = ', x1:0:2);
write(' dan x2i = ', x2:0:2);
readln;
End;
End.
2.4 Printsreen program
2.4.1 Areal kerja
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2.4.2 Saat di-Run (ctrl+F9)
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2.4.2.2 Untuk Kondisi D=0
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2.4.2.3 Untuk Kondisi D<0
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