Calculator using html and javascript

<!DOCTYPE html PUBLIC “-//W3C//DTD XHTML 1.0 Transitional//EN” “http://www.w3.org/TR/xhtml1/DTD/xhtml1-transitional.dtd”&gt;
<html xmlns=”http://www.w3.org/1999/xhtml”&gt;
<head>
<meta http-equiv=”Content-Type” content=”text/html; charset=iso-8859-1″ />
<title>CALCULATOR</title>
</head>
<script>
function myAdd()
{

var x = document.getElementById(“text1”).value;
var y = document.getElementById(“text2”).value;
var z=(x-0)+(y-0);
document.getElementById(“text”).value = z;
return true;
}
function mySub()
{

var x = document.getElementById(“text1”).value;
var y = document.getElementById(“text2”).value;
var z=(x)-(y);
document.getElementById(“text”).value = z;
return true;
}
function myMul()
{

var x = document.getElementById(“text1”).value;
var y = document.getElementById(“text2”).value;
var z=(x)*(y);
document.getElementById(“text”).value = z;
return true;
}
function myDiv()
{

var x = document.getElementById(“text1”).value;
var y = document.getElementById(“text2”).value;
var z=x/y;
document.getElementById(“text”).value = z;
return true;
}
function myRoot()
{
var x = document.getElementById(“text1”).value;
//var y = document.getElementById(“text2”).value;
var z=Math.sqrt(x);
document.getElementById(“text”).value = z;
return true;
}
function myAbs()
{
var x = document.getElementById(“text1”).value;
//var y = document.getElementById(“text2”).value;
var z=Math.abs(x);
document.getElementById(“text”).value = z;
return true;
}
function myCos()
{
var x = document.getElementById(“text1”).value;
//var y = document.getElementById(“text2”).value;
var z=Math.cos(x);
document.getElementById(“text”).value = z;
return true;
}
function mySin()
{
var x = document.getElementById(“text1”).value;
//var y = document.getElementById(“text2”).value;
var z=Math.sin(x);
document.getElementById(“text”).value = z;
return true;
}
function myTan()
{
var x = document.getElementById(“text1”).value;
//var y = document.getElementById(“text2”).value;
var z=Math.tan(x);
document.getElementById(“text”).value = z;
return true;
}
function myExp()
{
var x = document.getElementById(“text1”).value;
//var y = document.getElementById(“text2”).value;
var z=Math.exp(x);
document.getElementById(“text”).value = z;
return true;
}
function myLog()
{
var x = document.getElementById(“text1”).value;
//var y = document.getElementById(“text2”).value;
var z=Math.log(x);
document.getElementById(“text”).value = z;
return true;
}
function myPow()
{
var x = document.getElementById(“text1”).value;
var y = document.getElementById(“text2”).value;
var z=Math.pow(x,y);
document.getElementById(“text”).value = z;
return true;
}
function myReset()
{
document.getElementById(“MyCalculator”).reset();
}
</script>
<body bgcolor=”#3399FF”>
<form id=”MyCalculator”>
<div align=”center” style=”position:fixed; width:100%; bottom:0; margin-bottom:0; margin-right:20%; “><img src=”himanshu.jpg” height=”100″ width=”100″><br><font style=”bottom:0″ color=”#66FFFF” size=”+2″>Created by Himanshu Srivastava</font></div>
<p align=”center”><font size=”20″ color=”#3300CC”>CALCULATOR</font></p>
<table align=”center” border=”” cellspacing=”10″ cellpadding=”10″ bordercolor=”#00FFCC”>
<tr><td><font color=”#3300CC”>VALUE 1:</font><input type=”text” id=”text1″ value=”” size=”10″ /></td></tr>
<tr><td><font color=”#3300CC”>VALUE 2:</font><input type=”text” id=”text2″ value=”” size=”10″ /></td></tr>
<tr><td><font color=”#CC0000″>ANSWER:</font><input type=”text” id=”text” value=”” size=”10″ /></td></tr></table>
<table align=”center” border=”” cellspacing=”10″ cellpadding=”10″ bordercolor=”#00FFCC”>
<td><input type=”button” id=”button” value=”+” onclick=”myAdd()” size=”2″/></td>
<td ><input type=”button” id=”button” value=”-” onclick=”mySub()” size=”2″/></td>
<td ><input type=”button” id=”button” value=”*” onclick=”myMul()” size=”2″/></td>
<td ><input type=”button” id=”button” value=”/” onclick=”myDiv()” size=”2″/></td>
<td ><input type=”button” id=”button” value=”sqrt” onclick=”myRoot()” size=”2″/></td>
<td ><input type=”button” id=”button” value=”Abs” onclick=”myAbs()” size=”2″/></td>
<tr><td><input type=”button” id=”button” value=”Cos” onclick=”myCos()” size=”2″/></td>
<td><input type=”button” id=”button” value=”Sin” onclick=”mySin()” size=”2″/></td>
<td><input type=”button” id=”button” value=”Tan” onclick=”myTan()” size=”2″/></td>
<td><input type=”button” id=”button” value=”exp” onclick=”myExp()” size=”2″/></td>
<td><input type=”button” id=”button” value=”log” onclick=”myLog()” size=”2″/></td>
<td><input type=”button” id=”button” value=”pow” onclick=”myPow()” size=”2″/></td>
<td><input type=”reset” id=”reset” value=”reset” onclick=”myReset()” /></td></tr>
</table>
</form></body></html>

Image

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Java Language Keywords

Here is a list of keywords in the Java programming language. You cannot use any of the following as identifiers in your programs. The keywords const and goto are reserved, even though they are not currently used. true, false, and null might seem like keywords, but they are actually literals; you cannot use them as identifiers in your programs.

abstract continue for new switch
assert*** default goto* package synchronized
boolean do if private this
break double implements protected throw
byte else import public throws
case enum**** instanceof return transient
catch extends int short try
char final interface static void
class finally long strictfp** volatile
const* float native super while
* not used
** added in 1.2
*** added in 1.4
**** added in 5.0

The following is a list of the keywords in Java, along with brief descriptions of their functions:
abstract
The abstract keyword is used to declare a class or method to be abstract. An abstract method has no implementation; all classes containing abstract methods must themselves be abstract, although not all abstract classes have abstract methods. Objects of a class which is abstract cannot be instantiated, but can be extended by other classes. All subclasses of an abstract class must either provide implementations for all abstract methods, or must also be abstract.

assert
The assert keyword, which was added in J2SE 1.4, is used to make an assertion—a statement which the programmer believes is always true at that point in the program. If assertions are enabled when the program is run and it turns out that an assertion is false, an AssertionError is thrown and the program terminates. This keyword is intended to aid in debugging.
boolean
The boolean keyword is used to declare a field that can store a boolean value; that is, either true or false. This keyword is also used to declare that a method returns a value of type boolean.
break
Used to resume program execution at the statement immediately following the current enclosing block or statement. If followed by a label, the program resumes execution at the statement immediately following the enclosing labeled statement or block.
byte
The byte keyword is used to declare a field that can store an 8-bit signed two’s complement integer. This keyword is also used to declare that a method returns a value of type byte.
case
The case keyword is used to create individual cases in a switch statement; see switch.
catch
Defines an exception handler—a group of statements that are executed if an exception is thrown in the block defined by a preceding try keyword. The code is executed only if the class of the thrown exception is assignment compatible with the exception class declared by the catch clause.
char
The char keyword is used to declare a field that can store a 16-bit Unicode character. This keyword is also used to declare that a method returns a value of type char.
class
A type that defines the implementation of a particular kind of object. A class definition defines instance and class fields, methods, and inner classes as well as specifying the interfaces the class implements and the immediate superclass of the class. If the superclass is not explicitly specified, the superclass is implicitly Object.
const
Although reserved as a keyword in Java, const is not used and has no function.
continue
Used to resume program execution at the end of the current loop body. If followed by a label, continue resumes execution at the end of the enclosing labeled loop body.
default
The default can optionally be used in a switch statement to label a block of statements to be executed if no case matches the specified value; see switch.
do
The do keyword is used in conjunction with while to create a do-while loop, which executes a block of statements associated with the loop and then tests a boolean expression associated with the while. If the expression evaluates to true, the block is executed again; this continues until the expression evaluates to false.
double
The double keyword is used to declare a field that can hold a 64-bit double precision IEEE 754 floating-point number. This keyword is also used to declare that a method returns a value of type double.
else
The else keyword is used in conjunction with if to create an if-else statement, which tests a boolean expression; if the expression evaluates to true, the block of statements associated with the if are evaluated; if it evaluates to false, the block of statements associated with the else are evaluated.
enum (as of J2SE 5.0)
A Java keyword used to declare an enumerated type. Enumerations extend the base class Enum.
extends
Used in a class declaration to specify the superclass; used in an interface declaration to specify one or more superinterfaces. Class X extends class Y to add functionality, either by adding fields or methods to class Y, or by overriding methods of class Y. An interface Z extends one or more interfaces by adding methods. Class X is said to be a subclass of class Y; Interface Z is said to be a subinterface of the interfaces it extends.
Also used to specify an upper bound on a type parameter in Generics.
final
Define an entity once that cannot be changed nor derived from later. More specifically: a final class cannot be subclassed, a final method cannot be overridden, and a final variable can occur at most once as a left-hand expression. All methods in a final class are implicitly final.
finally
Used to define a block of statements for a block defined previously by the try keyword. The finally block is executed after execution exits the try block and any associated catch clauses regardless of whether an exception was thrown or caught, or execution left method in the middle of the try or catch blocks using the return keyword.
float
The float keyword is used to declare a field that can hold a 32-bit single precision IEEE 754 floating-point number. This keyword is also used to declare that a method returns a value of type float.
for
The for keyword is used to create a for loop, which specifies a variable initialization, a boolean expression, and an incrementation. The variable initialization is performed first, and then the boolean expression is evaluated. If the expression evaluates to true, the block of statements associated with the loop are executed, and then the incrementation is performed. The boolean expression is then evaluated again; this continues until the expression evaluates to false.
As of J2SE 5.0, the for keyword can also be used to create a so-called “enhanced for loop”, which specifies an array or Iterable object; each iteration of the loop executes the associated block of statements using a different element in the array or Iterable.
goto
Although reserved as a keyword in Java, goto is not used and has no function.
if
The if keyword is used to create an if statement, which tests a boolean expression; if the expression evaluates to true, the block of statements associated with the if statement is executed. This keyword can also be used to create an if-else statement; see else.
implements
Included in a class declaration to specify one or more interfaces that are implemented by the current class. A class inherits the types and abstract methods declared by the interfaces.
import
Used at the beginning of a source file to specify classes or entire Java packages to be referred to later without including their package names in the reference. Since J2SE 5.0, import statements can import static members of a class.
instanceof
A binary operator that takes an object reference as its first operand and a class or interface as its second operand and produces a boolean result. The instanceof operator evaluates to true if and only if the runtime type of the object is assignment compatible with the class or interface.
int
The int keyword is used to declare a field that can hold a 32-bit signed two’s complement integer. This keyword is also used to declare that a method returns a value of type int.
interface
Used to declare a special type of class that only contains abstract methods, constant (static final) fields and static interfaces. It can later be implemented by classes that declare the interface with the implements keyword.
long
The long keyword is used to declare a field that can hold a 64-bit signed two’s complement integer. This keyword is also used to declare that a method returns a value of type long.
native
Used in method declarations to specify that the method is not implemented in the same Java source file, but rather in another language.
new
Used to create an instance of a class or array/an object.
package
A group of types. Packages are declared with the package keyword.
private
The private keyword is used in the declaration of a method, field, or inner class; private members can only be accessed by other members of their own class.
protected
The protected keyword is used in the declaration of a method, field, or inner class; protected members can only be accessed by members of their own class, that class’s subclasses or classes from the same package.
public
The public keyword is used in the declaration of a class, method, or field; public classes, methods, and fields can be accessed by the members of any class.
return
Used to finish the execution of a method. It can be followed by a value required by the method definition that is returned to the caller.
short
The short keyword is used to declare a field that can hold a 16-bit signed two’s complement integer. This keyword is also used to declare that a method returns a value of type short.
static
Used to declare a field, method, or inner class as a class field. Classes maintain one copy of class fields regardless of how many instances exist of that class. static also is used to define a method as a class method. Class methods are bound to the class instead of to a specific instance, and can only operate on class fields. (Classes and interfaces declared as static members of another class or interface are actually top-level classes and are not inner classes.)
strictfp (as of J2SE 1.2)
A Java keyword used to restrict the precision and rounding of floating point calculations to ensure portability.
super
Used to access members of a class inherited by the class in which it appears. Allows a subclass to access overridden methods and hidden members of its superclass. The super keyword is also used to forward a call from a constructor to a constructor in the superclass.
Also used to specify a lower bound on a type parameter in Generics.
switch
The switch keyword is used in conjunction with case and default to create a switch statement, which evaluates a variable, matches its value to a specific case, and executes the block of statements associated with that case. If no case matches the value, the optional block labelled by default is executed, if included.
synchronized
Used in the declaration of a method or code block to acquire the mutex lock for an object while the current thread executes the code. For static methods, the object locked is the class’ Class. Guarantees that at most one thread at a time operating on the same object executes that code. The mutex lock is automatically released when execution exits the synchronized code. Fields, classes and interfaces cannot be declared as synchronized.
this
Used to represent an instance of the class in which it appears. this can be used to access class members and as a reference to the current instance. The this keyword is also used to forward a call from one constructor in a class to another constructor in the same class.
throw
Causes the declared exception instance to be thrown. This causes execution to continue with the first enclosing exception handler declared by the catch keyword to handle an assignment compatible exception type. If no such exception handler is found in the current method, then the method returns and the process is repeated in the calling method. If no exception handler is found in any method call on the stack, then the exception is passed to the thread’s uncaught exception handler.
throws
Used in method declarations to specify which exceptions are not handled within the method but rather passed to the next higher level of the program. All uncaught exceptions in a method that are not instances of RuntimeException must be declared using the throws keyword.
transient
Declares that an instance field is not part of the default serialized form of an object. When an object is serialized, only the values of its non-transient instance fields are included in the default serial representation. When an object is deserialized, transient fields are initialized only to their default value. If the default form is not used, e.g. when a serialPersistentFields table is declared in the class hierarchy, all transient keywords are ignored.
try
Defines a block of statements that have exception handling. If an exception is thrown inside the try block, an optional catch block can handle declared exception types. Also, an optional finally block can be declared that will be executed when execution exits the try block and catch clauses, regardless of whether an exception is thrown or not. A try block must have at least one catch clause or a finally block.
void
The void keyword is used to declare that a method does not return any value.
volatile
Used in field declarations to specify that the variable is modified asynchronously by concurrently running threads. Methods, classes and interfaces thus cannot be declared volatile.
while
The while keyword is used to create a while loop, which tests a Boolean expression and executes the block of statements associated with the loop if the expression evaluates to true; this continues until the expression evaluates to false. This keyword can also be used to create a do-while loop; see do.

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WHAT IS SCANNER?

The Scanner:-

A Scanner object can parse user input entered on the console or from a file. A Scanner breaks its input into separate tokens (which are typically separated by white space), and then returns them one at a
time. The scanner provides methods to convert the tokens into values of different types. For example,this code reads two numbers from the console and prints their sum:

Scanner sa=new Scanner(System.in);
int a=sa.nextInt();
int b=sa.nextInt();
int c=a+b;

Creating Scanners:-
Whenever using scanners, be sure to include the proper import line:
import java.util.Scanner;
We will create scanners in two ways:
1. To read from the console, use the following:
Scanner input = new Scanner(System.in);
2. To read from a file, use the following:
Scanner input = new Scanner(new FileStream(“filename.txt”));

Scanner Methods:-

Method Computes

nextBoolean() reads and converts next token to a boolean value
nextInt() reads and converts next token to a integer value
nextLong() reads and converts next token to a long value
nextDouble() reads and converts next token to a double value
nextString() or next() reads next token and returns it as a String
nextLine() reads until the next new line and returns a String
hasNextBoolean() returns true iff the next token is either “true” or “false”
hasNextInt() returns true iff the next token is an integer
hasNextLong() returns true iff the next token is a long
hasNextDouble() returns true iff the next token is a real number
hasNextString() or hasNext() returns true iff there is at least one more token of input
hasNextLine() returns true iff there is another line of input

Example:-
Code is given below:-

import java.util.*;
import java.util.Scanner;

public class ScannerTest
{
int a,b;

public int Add()
{
Scanner sa=new Scanner(System.in);
int a=sa.nextInt();
int b=sa.nextInt();
int c=a+b;
return c;
}
public int Sub()
{
Scanner sa=new Scanner(System.in);
int a=sa.nextInt();
int b=sa.nextInt();
int c=a-b;
return c;
}
public int Mul()
{
Scanner sa=new Scanner(System.in);
int a=sa.nextInt();
int b=sa.nextInt();
int c=a*b;
return c;
}
public double Div()
{
Scanner sa=new Scanner(System.in);
double a=sa.nextInt();
double b=sa.nextInt();
double c=a/b;
return c;
}
public double Sqroot()
{
Scanner sa=new Scanner(System.in);
double a=sa.nextInt();
double b=sa.nextInt();
double c=Math.sqrt(a*a+b*b);
return c ;
}
public static void main(String[] args)
{
ScannerTest st=new ScannerTest();
System.out.println(“Enter the number for Addition:-“);
System.out.println(“Total:-“+st.Add());
System.out.println(“Enter the number for Subtraction:-“);
System.out.println(“Total:-“+st.Sub());
System.out.println(“Enter the number for Multiplication:-“);
System.out.println(“Total:-“+st.Mul());
System.out.println(“Enter the number for Division:-“);
System.out.println(“Total:-“+st.Div());
System.out.println(“Enter the number for Squareroot:-“);
System.out.println(“Total:-“+st.Sqroot());
}
}

Output is given below:-
Enter the number for Addition:-
12
23
Total:-35
Enter the number for Subtraction:-
34
12
Total:-22
Enter the number for Multiplication:-
12
12
Total:-144
Enter the number for Division:-
12
7
Total:-1.7142857142857142
Enter the number for Squareroot:-
5
5
Total:-7.0710678118654755

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USE CONSTRUCTORS IN JAVA

WHAT IS CONSTRUCTORS?

A constructors initializes an object immediately upon  creation . It has the same name  as the class in which it resides and is syntactically similar to a method .Once defined, the constructor is automatically called immediately after the  object is created,before the new operator completes. Constructors look a Little strange because they have no return type,not even void.This is because the implicit return type of a class’ constructor is the class type itself. It is the constructors’s job to initialize the internal state of an object so that the code creating an instance will have a fully initialized ,usable object immediately.

In Java, some of the differences between other methods and constructors are:

  • Constructors never have an explicit return type.
  • Constructors cannot be directly invoked (the keyword “new” must be used).
  • Constructors cannot be synchronized, final, abstract, native, or static.

WHAT IS THIS KEY?

The keyword this is useful when you need to refer to instance of the class from its method. The keyword helps us to avoid name conflicts. As we can see in the program that we have declare the name of instance variable and local variables same. Now to avoid the confliction between them we use this keyword.

for example :-

this.a=a,this.b=b

Example:-

/* Here , Demo uses a constructor to initialize the variable */

public class demo

{
int a,b;

/*This is the constructor for Demo*/
public demo(int a, int b)
{

this.a=a;
this.b=b;
}

/*compute the return addition , subtraction ,multiplication, division*/

public int add()
{
int c=a+b;
return c;

}
public int sub()
{
int c=a-b;
return c;
}
public int mul()
{
int c=a*b;
return c;
}
public float div()
{
int c=a/b;
return c;
}

public static void main(String[] args)
{

/* declare , allocate ,and initialize Demo object*/
demo d= new demo(23,5 );
System.out.println(“Addition=” +d.add());
System.out.println(“Substration=” +d.sub());
System.out.println(“Multiplication=” +d.mul());
System.out.println(“Division=” +d.div());
}

}

 

Output is give below:-

Addition=28
Substration=18
Multiplication=115
Division=4.0

 

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SIMPLE PROGRAM IN JAVA

import javax.swing.*;
import java.awt.*;
import java.awt.event.*;
public class calculator extends JFrame implements ActionListener
{
JTextField text1,text2,text3;
JButton addbutton,mulbutton,divbutton,minbutton;
public calculator()
{
Container c=getContentPane();
c.setLayout(new FlowLayout());
text1=new JTextField(10);
text2=new JTextField(10);
text3=new JTextField(10);
addbutton =new JButton(“ADD”);
mulbutton=new JButton(“MUL”);
divbutton=new JButton(“DIV”);
minbutton=new JButton(“MINUS”);

c.add(text1);
c.add(text2);
c.add(text3);
c.add(addbutton);
c.add(mulbutton);
c.add(divbutton);
c.add(minbutton);
addbutton.addActionListener(this);
mulbutton.addActionListener(this);
divbutton.addActionListener(this);
minbutton.addActionListener(this);
setSize(400,300);
setVisible(true);
setTitle(“Calculator”);
setDefaultCloseOperation(EXIT_ON_CLOSE);
}
public void actionPerformed(ActionEvent ev)
{
String s=ev.getActionCommand();
if(s.equals(“ADD”))
{
int n1=Integer.parseInt(text1.getText());
int n2=Integer.parseInt(text2.getText());
text3.setText(“”+(n1+n2));
}
if(s.equals(“MUL”))
{
int n1=Integer.parseInt(text1.getText());
int n2=Integer.parseInt(text2.getText());
text3.setText(“”+(n1*n2));
}

if(s.equals(“DIV”))
{
int n1=Integer.parseInt(text1.getText());
int n2=Integer.parseInt(text2.getText());
text3.setText(“”+(n1/n2));
}
if(s.equals(“MINUS”))
{
int n1=Integer.parseInt(text1.getText());
int n2=Integer.parseInt(text2.getText());
text3.setText(“”+(n1-n2));
}

}

public static void main(String[] args )
{
calculator h=new calculator();

}

}

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Conditional statement in C

We will look into following conditional statements.

if
if else
else if
switch
goto
1) if conditional statement in C :

Syntax for if statement in C :

if(condition)
{
Valid C Statements;
}
If the condition is true the statements inside the parenthesis { }, will be executed, else the control will be transferred to the next statement after if.

if.c

#include
#include
void main()
{
int a,b;
a=10;
b=5;
if(a>b)
{
printf(“a is greater”);
}
getch();
}
Program Algorithm / Explanation :

#include header file is included because, the C in-built statement printf we used in this program comes under stdio.h header files.
#include is used because the C in-built function getch() comes under conio.h header files.
main () function is the place where C program execution begins.
Two variables a&b of type int is declared.
Variable a is assigned a value of 10 and variable b with 5.
A if condition is used to check whether a is greater than b. if(a>b)
As a is greater than b the printf inside the if { } is executed with a message “a is greater”.
Output :

2) if else in C :

Syntax for if :

if(condition)
{
Valid C Statements;
}
else
{
Valid C Statements;
}
In if else if the condition is true the statements between if and else is executed. If it is false the statement after else is executed.

Sample Program :

if_else.c

#include
#include
void main()
{
int a,b;
printf(“Enter a value for a:”);
scanf(“%d”,&a);
printf(“\nEnter a value for b:”);
scanf(“%d”,&b);

if(a>b)
{
printf(“\n a got greater value”);
}
else
{
printf(“\n b got greater value”);
}
printf(“\n Press any key to close the Application”);
getch();
}
Program Algorithm / Explanation :

#include header file is included because, the C in-built statement printf we used in this program comes under stdio.h header files.
#include is used because the C in-built function getch() comes under conio.h header files.
main () function is the place where C program execution begins.
Two integer variable a and b are declared.
User Input values are received for both a and b using scanf.
An if else conditional statement is used to check whether a is greater than b.
If a is greater than b, the message “a got greater value” is displayed using printf.
If b is greater the message “b got greater value” is displayed.
Output :

3) else if in C :

Syntax :

if(condition)
{
Valid C Statements;
}
else if(condition 1)
{
Valid C Statements;
}


else if(condition n)
{
Valid C Statements;
}
else
{
Valid C Statements;
}
In else if, if the condition is true the statements between if and else if is executed. If it is false the condition in else if is checked and if it is true it will be executed. If none of the condition is true the statement under else is executed.

else_if.c

#include
#include
void main()
{
int a,b;
printf(“Enter a value for a:”);
scanf(“%d”,&a);
printf(“\nEnter a value for b:”);
scanf(“%d”,&b);
if(a>b)
{
printf(“\n a is greater than b”);
}
else if(b>a)
{
printf(“\n b is greater than a”);
}
else
{
printf(“\n Both a and b are equal”);
}
printf(“\n Press any key to close the application”);
getch();
}
Program Algorithm / Explanation :

#include header file is included because, the C in-built statement printf we used in this program comes under stdio.h header files.
#include is used because the C in-built function getch comes under conio.h header files.
main () function is the place where C program execution begins.
Two variables a & b of type int are declared.
Values for a & b are received from user through scanf.
if condition is used to check whether a is greater than b. if(a>b)
If the condition is true the statement between if and else if is executed.

If the condition is not satisfied else if() condition is checked. Else if(b>a)
If b is greater than a the statement between else if and else is executed.

If both the conditions are false the statement after else is executed.
Output :

4) Switch statement in C :

Syntax :

switch(variable)
{
case 1:
Valid C Statements;
break;


case n:
Valid C Statements;
break;
default:
Valid C Statements;
break;
}
Switch statements can also be called matching case statements. If matches the value in variable (switch(variable)) with any of the case inside, the statements under the case that matches will be executed. If none of the case is matched the statement under default will be executed.

switch.c

#include
#include
void main()
{
int a;
printf(“Enter a no between 1 and 5 : “);
scanf(“%d”,&a);

switch(a)
{
case 1:
printf(“You choosed One”);
break;
case 2:
printf(“You choosed Two”);
break;
case 3:
printf(“You choosed Three”);
break;
case 4:
printf(“You choosed Four”);
break;
case 5:
printf(“You choosed Five”);
break;
default :
printf(“Wrong Choice. Enter a no between 1 and 5”);
break;
}

getch();
}

Program Algorithm / Explanation :

#include header file is included because, the C in-built statement printf we used in this program comes under stdio.h header files.
#include is used because the C in-built function getch() comes under conio.h header files.
main () function is the place where C program execution begins.
Variable a of type int is declared.
scanf is used to get the value from user for variable a.
variable a is included for switch case. switch(a).
If the user Input was 1 the statement inside case 1: will be executed. Likewise for the rest of the case’s until 5.
But if the user Input is other than 1 to 5 the statement under default : will be executed.
Output :

5) goto statement in C :

goto is a unconditional jump statement.

Syntax :

goto label;
so we have to use the goto carefully inside a conditional statement.

goto.c

#include
#include
void main()
{
int a,b;
printf(“Enter 2 nos A and B one by one : “);
scanf(“%d%d”,&a,&b);
if(a>b)
{
goto first;
}
else
{
goto second;
}

first:
printf(“\n A is greater..”);
goto g;

second:
printf(“\n B is greater..”);

g:
getch();
}
Program Algorithm / Explanation :

#include header file is included because, the C in-built statement printf we used in this program comes under stdio.h header files.
#include is used because the C in-built function getch() comes under conio.h header files.
main () function is the place where C program execution begins.
Two variables a & b of type int are declared.
User Inputs are received for a & b using scanf.
if condition is used to check whether a is greater than b. if(a>b).
if it is true goto statement is used to jump to the label first : and the statement under first : is executed and then again jump is performed to get to the end of the program. goto g:
if the condition is false a statement is used to jump to label second. goto second : and the statement under second : is executed.
Output :

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c program print integer

c program print integer

This c program first inputs an integer and then prints it. Input is done using scanf function and number is printed on screen using printf.

C programming code

#include <stdio.h>

int main()
{
  int a;

  printf("Enter an integer\n");
  scanf("%d", &a);

  printf("Integer that you have entered is %d\n", a);

  return 0;
}
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