KLB Physics form 4 notes

Institution Secondary
Course K.C.S.E
Year 1st Year
Semester Unknown
Posted By Michael Paul
File Type pdf
Pages 118 Pages
File Size 11.91 MB
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Description

Physics is defined as the study of matter and its relation to energy. The subject is applied in explaining phenomena like eclipse, lightning, rainbow, mirage and many other wonders of nature. Physics explains the how and why behind the: • falling of bodies towards the ground. • daily occurrence of tides in the sea. • rising up of a liquid through a drinking straw.
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B.TECH III YEAR – I SEM (R17) Trending!
Object Oriented Programming is a paradigm that provides many concepts such as inheritance, data binding, polymorphism etc. Simula is considered as the first object-oriented programming language. The programming paradigm where everything is represented as an object is known as truly object-oriented programming language. Smalltalk is considered as the first truly object-oriented programming language. OOPs (Object Oriented Programming System) Object means a real word entity such as pen, chair, table etc. Object-Oriented Programming is a methodology or paradigm to design a program using classes and objects. It simplifies the software development and maintenance by providing someconcepts: o Object o Class o Inheritance o Polymorphism o Abstraction o Encapsulation Object Any entity that has state and behavior is known as an object. For example: chair, pen, table, keyboard, bike etc. It can be physical and log
60 Pages 2885 Views 0 Downloads 2.43 MB
ALGORITHMS, FLOWCHARTS, DATA TYPES AND PSEUDOCODE
ALGORITHMS The term algorithm originally referred to any computation performed via a set of rules applied to numbers written in decimal form. The word is derived from the phonetic pronunciation of the last name of Abu Ja'far Mohammed ibn Musa al-Khowarizmi, who was an Arabic mathematician who invented a set of rules for performing the four basic arithmetic operations (addition, subtraction, multiplication and division) on decimal numbers. An algorithm is a representation of a solution to a problem. If a problem can be defined as a difference between a desired situation and the current situation in which one is, then a problem solution is a procedure, or method, for transforming the current situation to the desired one. We solve many such trivial problems every day without even thinking about it, for example making breakfast, travelling to the workplace etc. But the solution to such problems requires little intellectual effort and is relatively unimportant. However, the solution of a more interesting problem of more importance usually involves stating the problem in an understandable form and communicating the solution to others. In the case where a computer is part of the means of solving the problem, a procedure, explicitly stating the steps leading to the solution, must be transmitted to the computer. This concept of problem solution and communication makes the study of algorithms important to computer science.
22 Pages 763 Views 0 Downloads 86.08 KB
PROGRAMMING TECHNIQUES
The Benefits of Considered Program Design and Structure There are numerous challenges when tackling an embedded system design project. It is usually wise first to consider the software design structure, particularly with large and multi-functional projects. It is not possible to program all functionality into a single control loop, so the approach for breaking up code into understandable features should be well thought out. In particular, it helps to ensure that the following can be achieved: • that code is readable, structured and documented • that code can be tested for performance in a modular form • that development reuses existing code utilities to keep development time short • that code design supports multiple engineers working on a single project • that future upgrades to code can be implemented efficiently. There are various C/Cþþ programming techniques that enable these design requirements to be considered, as discussed in this chapter.
19 Pages 1615 Views 0 Downloads 1.16 MB
COMPUTER PROGRAMMING
Why Programming? You may already have used software, perhaps for word processing or spreadsheets, to solve problems. Perhaps now you are curious to learn how programmers write software. A program is a set of step-by-step instructions that directs the computer to do the tasks you want it to do and produce the results you want. There are at least three good reasons for learning programming: Programming helps you understand computers. The computer is only a tool. If you learn how to write simple programs, you will gain more knowledge about how a computer works. Writing a few simple programs increases your confidence level. Many people find great personal satisfaction in creating a set of instructions that solve a problem. Learning programming lets you find out quickly whether you like programming and whether you have the analytical turn of mind programmers need. Even if you decide that programming is not for you, understanding the process certainly will increase your appreciation of what programmers and computers can do. A set of rules that provides a way of telling a computer what operations to perform is called a programming language. There is not, however, just one programming language; there are many. In this chapter you will learn about controlling a computer through the process of programming. You may even discover that you might want to become a programmer. An important point before we proceed: You will not be a programmer when you finish reading this chapter or even when you finish reading the final chapter. Programming proficiency takes practice and training beyond the scope of this book. However, you will become acquainted with how programmers develop solutions to a variety of problems.
15 Pages 308 Views 0 Downloads 813.22 KB
INTRODUCTION TO JAVA
Java Environment Setup: Java SE is freely available from the link Download Java. So you download a version based on your operating system. You can referto installation guide for a complete detail. Java Basic Syntax: Object - Objects have states and behaviors. Example: A dog has states-color, name, breed as well as behaviors -wagging, barking, eating. An object is an instance of a class. Class - A class can be defined as a template/ blue print that describe the behaviors/states that object of its type support. Methods - A method is basically a behavior. A class can contain many methods. It is in methods where the logics are written, data is manipulated and all the actions are executed
18 Pages 169 Views 1 Downloads 87.11 KB
INTRODUCTION TO C++ PROGRAMMING YEAR 1
First Class In C++ Adapted from : http://www.cplusplus.com/doc/tutorial/tut1-1.html Structure of a C++ program Probably the best way to start learning a programming language is with a program. So here is our first program: // my first program in C++ #include <iostream.h> int main () { cout << "Hello World!"; return 0; } Hello World! The left side shows the source code for our first program, which we can name, for example, hiworld.cpp. The right side shows the result of the program once compiled and executed. The way to edit and compile a program depends on the compiler you are using. Depending on whether it has a Development Interface or not and on its version. Consult section compilers and the manual or help included with your compiler if you have doubts on how to compile a C++ console program. The previous program is the first program that most programming apprentices write, and its result is the printing on screen of the "Hello World!" sentence. It is one of the simpler programs that can be written in C++, but it already includes the basic components that every C++ program has. We are going to take a look at them one by one:
33 Pages 1464 Views 0 Downloads 207.62 KB
EFN112: HISTORY OF EDUCATION Trending!
• History is generally defined as remarkable human past activities and how these activities have influenced the present. • Education is generally defined as the transfer of knowledge, skills, values, customs and attitudes from one person to another or from one generation to another. • History of education is the evaluation of past educational development in the context of social, cultural, economic, technological and political changes in human history and how these educational developments have shaped and influenced the educational theory and practice today.
73 Pages 2379 Views 0 Downloads 5.53 MB
SMA 200: CALCULUS II
The process of intergration is defined as the reverse or converse process of differention .
129 Pages 326 Views 0 Downloads 1.97 MB
SMA 103: ANALYTICAL GEOMETRY Trending!
In this chapter, the Cartesian coordinate system is introduced. The distance between points, midpoints, perpendicular/parallel lines and angles between two lines are covered. The general and point slope form of the equation of the straight line are also covered. 1.2 Lesson Learning Outcomes By the end of this lesson, you should be able to; 1.2.1 Carry out operations on the Straight Line. 1.2.1 The Straight Line In this work the geometrical problems considered are those that are presented on two dimensional plane only and it is therefore important at this point to discuss the plane. Consider any plane with a point denoted by O, which we call the point of reference or the origin. Let line X be horizontal and pass through O and line Y be vertical and pass through O. The horizontal line X is referred to as the x-axis and the vertical line Y is the y-axis. Distance measured from the y-axis is referred to as an abscissa and it is positive if measured to the right and negative if measured to the left. A vertical distance from the x-axis is called a y-ordinate and it is positive if measured above the x-axis and negative if measured below the x-axis. Any point on the plane can described by its abscissa and its ordinate as P(x, y), for any point P. The symbol (x, y) represents the coordinates of the point, where x is the abscissa and y the ordinate and it is also referred to as the Cartesian coordinates of P.
71 Pages 3921 Views 2 Downloads 1.45 MB
HE/CU/TT/CR/06/6/A: MANAGEMENT OF PERIOPERATIVE THEATRE RESOURCES NOTES Trending!
This unit describes the knowledge, skills and attitudes required to manage Perioperation Theatre resources. It involves planning, organizing, directing and controlling Perioperation Theatre resources and activities. It also involves documenting Perioperation Theatre resources.
41 Pages 4755 Views 4 Downloads 445.41 KB