Learn Pascal Programming Tutorial Lesson 1 - Introduction To Pascal
Learn Pascal Programming Tutorial Lesson 1 - Introduction To Pascal
Learn Pascal Programming Tutorial Lesson 1 - Introduction To Pascal
Next we will type begin and end. We are going to type the main body of the program between these 2 keywords. Remember to put the full stop after the end.
program Hello; begin end.
You will see that the "Hello world" is between single quotes. This is because it is what is called a string. All strings must be like this. The semi-colon at the end of the
2 line is a statement separator. You must always remember to put it at the end of the line. The Readln command will now be used to wait for the user to press enter before ending the program.
program Hello; begin Write('Hello world'); Readln; end.
Compiling
Our first program is now ready to be compiled. When you compile a program, the compiler reads your source code and turns it into an executable file. If you are using an IDE then pressing CTRL+F9 is usually used to compile and run the program. If you are compiling from the command line with Free Pascal then enter the following:
fpc hello.pas
If you get any errors when you compile it then you must go over this lesson again to find out where you made them. IDE users will find that their programs compile and run at the same time. Command line users must type the name of the program in at the command prompt to run it. You should see the words "Hello world" when you run your program and pressing enter will exit the program. Congratulations! You have just made your first Pascal program.
More commands
Writeln is just like Write except that it moves the cursor onto the next line after it has printed the words. Here is a program that will print "Hello" and then "world" on the next line:
program Hello; begin Writeln('Hello'); Write('world'); Readln; end.
If you want to skip a line then just use Writeln by itself without any brackets.
Comments
Comments are things that are used to explain what parts of a program do. Comments are ignored by the compiler and are only there for the people who use the source code. Comments must be put between curly brackets. You should always have a comment at the top of your program to say what it does as well as comments for any code that is difficult to understand. Here is an example of how to comment the program we just made: {This program will clear the screen, print "Hello world" and wait for the user to press enter.}
program Hello; uses crt; begin ClrScr;{Clears the screen} Write('Hello world');{Prints Readln;{Waits for the user end.
Indentation
You will notice that I have put 3 spaces in front of some of the commands. This is called indentation and it is used to make a program easier to read. A lot of beginners do not understand the reason for indentation and don't use it but when we start making longer, more complex programs, you will understand.
Learn Pascal Programming Tutorial Lesson 2 - Colors, Coordinates, Windows and Sound
Colors
To change the color of the text printed on the screen we use the TextColor command.
program Colors; uses crt; begin TextColor(Red); Writeln('Hello'); TextColor(White); Writeln('world'); end.
The TextBackground command changes the color of the background of text. If you want to change the whole screen to a certain color then you must use ClrScr.
program Colors; uses crt; begin TextBackground(Red); Writeln('Hello'); TextColor(White); ClrScr; end.
Screen coordinates
You can put the cursor anywhere on the screen using the GoToXY command. In DOS, the screen is 80 characters wide and 25 characters high. The height and width varies on other platforms. You may remember graphs from Maths which have a X and a Y axis. Screen coordinates work in a similar way. Here is an example of how to move the cursor to the 10th column in the 5th row.
program Coordinates; uses
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crt; begin GoToXY(10,5); Writeln('Hello'); end.
Windows
Windows let you define a part of the screen that your output will be confined to. If you create a window and clear the screen it will only clear what is in the window. The Window command has 4 parameters which are the top left coordinates and the bottom right coordinates.
program Coordinates; uses crt; begin Window(1,1,10,5); TextBackground(Blue); ClrScr; end.
Using window(1,1,80,25) will set the window back to the normal size.
Sound
The Sound command makes a sound at the frequency you give it. It does not stop making a sound until the NoSound command is used. The Delay command pauses a program for the amount of milliseconds you tell it to. Delay is used between Sound and NoSound to make the sound last for a certain amount of time.
program Sounds; uses crt; begin Sound(1000); Delay(1000); NoSound; end.
Using variables
You must always declare a variable before you use it. We use the var statement to do this. You must also choose what type of variable it is. Here is a table of the different variable types: Byte Word ShortInt Integer LongInt Real Char String Boolean 0 to 255 0 to 65535 -128 to 127 -32768 to 32767 -4228250000 to 4228249000 floating point values 1 character up to 255 characters true or false
begin end.
7 You can create 2 or more variables of the same type if you seperate their names with commas. You can also create variables of a different type without the need for another var statemtent.
program Variables; var i, j: Integer; s: String;
begin end.
When you assign a value to a string variable, you must put it between single quotes. Boolean variables can only be assigned the values True and False.
program Variables; var i: Integer; s: String; b: Boolean;
begin
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Ans := 1 + 1; Num1 := 5; Ans := Num1 + 3; Num2 := 2; Ans := Num1 - Num2; Ans := Ans * Num1; end.
Strings hold characters. Characters include the the letters of the alphabet as well as special characters and even numbers. It is important to understand that integer numbers and string numbers are different things. You can add strings together as well. All that happens is it joins the 2 strings. If you add the strings '1' and '1' you will get '11' and not 2.
program Variables; var s: String; begin s := '1' + '1'; end.
You can read vales from the keyboard into variables using Readln and ReadKey. ReadKey is from the crt unit and only reads 1 character. You will see that ReadKey works differently to Readln
program Variables; var i: Integer; s: String; c: Char; begin Readln(i); Readln(s); c := ReadKey; end.
Printing variables on the screen is just as easy. If you want to print variables and text with the same Writeln then seperate them with commas.
program Variables; var i: Integer; s: String; begin i := 24; s := 'Hello'; Writeln(i);
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Writeln(s,' world'); end.
Constants
Constants are like variables except that their values can't change. You assign a value to a constant when you create it. const is used instead of var when declaring a constant. Constants are used for values that do not change such as the value of pi.
program Variables; const pi: Real = 3.14; var c, d: Real; begin d := 5; c := pi * d; end.
You can get the length of a string using the Length command.
program Strings; var
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s: String; l: Integer; begin s ;= 'Hello'; l := Length(s);{l = 5} end.
To find the position of a string within a string use the Pos command. Parameters: 1: String to find 2: String to look in
program Strings; var s: String; p: Integer; begin s := 'Hello world'; p := Pos('world',s); end.
The Delete command removes characters from a string. Parameters: 1: String to delete characters from 2: Position to start deleting from 3: Amount of characters to delete
program Strings; var s: String; begin s ;= 'Hello'; Delete(s,1,1);{s = 'ello'} end.
The Copy command is like the square brackets but can access more than just one character. Parameters: 1: String to copy characters from 2: Position to copy from 3: Amount of characters to copy
program Strings; var s, t: String;
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begin s ;= 'Hello'; t := Copy(s,1,3);{t = 'Hel'} end.
Insert will insert characters into a string at a certain position. Parameters: 1: String that will be inserted into the other string 2: String that will have characters inserted into it 3: Position to insert characters
program Strings; var s: String;
The ParamStr command will give you the command-line parameters that were passed to a program. ParamCount will tell you how many parameters were passed to the program. Parameter 0 is always the program's name and from 1 upwards are the parameters that have been typed by the user.
program Strings; var s: String; i: Integer; begin s := ParamStr(0); i := ParamCount; end.
Conversions
The Str command converts an integer to a string.
program Convert; var s: String; i: Integer; begin i := 123; Str(i,s); end.
Int will give you the number before the comma in a real number.
program Convert; var r: Real; begin r := Int(3.14); end.
Frac will give you the number after the comma in a real number.
program Convert; var r: Real; begin r := Frac(3.14); end.
Trunc will give you the number before the comma of a real number as an integer.
program Convert; var i: Integer;
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Computers use the numbers 0 to 255(1 byte) to represent characters internally and these are called ASCII characters. The Ord command will convert a character to number and the Chr command will convert a number to a character. Using a # in front of a number will also convert it to a character.
program Convert; var b: Byte; c: Char; 'a'; Ord(c); Chr(b); #123;
begin c := b := c := c := end.
The UpCase command changes a character from a lowercase letter to and uppercase letter.
program Convert; var c: Char;
There is no lowercase command but you can do it by adding 32 to the ordinal value of an uppercase letter and then changing it back to a character.
Extras
The Random command will give you a random number from 0 to the number you give it - 1. The Random command generates the same random numbers every time you run a program so the Randomize command is used to make them more random by using the system clock.
program Rand; var i: Integer;
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begin Randomize; i := Random(101); end.
begin Writeln('Enter a number'); Readln(i); if i > 5 then Writeln('Greater than 5'); end.
Here is a table of the operators than can be used in conditions: > < >= <= = <> Greater than Less than Greater than or equal to Less than or equal to Equal to Not equal to
The above example only tells you if the number is greater than 5. If you want it to tell you that it is not greater than 5 then we use else. When you use else you must not put a semi-colon on the end of the command before it.
program Decisions; var i: Integer; begin Writeln('Enter a number'); Readln(i);
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if i > 5 then Writeln('Greater than 5') else Writeln('Not greater than 5'); end.
If the condition is True then the then part is chosen but if it is False then the else part is chosen. This is because the conditions such as i > 5 is a Boolean equation. You can even assign the result of a Boolean equation to a Boolean variable.
program Decisions; var i: Integer; b: Boolean; begin Writeln('Enter a number'); Readln(i); b := i > 5; end.
If you want to use more than 1 condition then you must put each condition in brackets. To join the conditions you can use either AND or OR. If you use AND then both conditions must be true but if you use OR then only 1 or both of the conditions must be true.
program Decisions; var i: Integer;
begin Writeln('Enter a number'); Readln(i); if (i > 1) and (i < 100) then Writeln('The number is between 1 and 100'); end.
If you want to put 2 or more commands for an if statement for both the then and the else parts you must use begin and end; to group them together. You will see that this end has a semi-colon after it instead of a full stop.
program Decisions; var i: Integer; begin Writeln('Enter a number'); Readln(i); if i > 0 then begin
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Writeln('You entered ',i); Writeln('It is a positive number'); end;
end.
begin Writeln('Enter a number'); Readln(i); if i > 0 then Writeln('Positive') else if i < 0 then Writeln('Negative') else Writeln('Zero'); end.
Case
The case command is like an if statement but you can have many conditions with actions for each one.
program Decisions; uses crt; var Choice: Char; begin Writeln('Which on of these do you like?'); Writeln('a - Apple:'); Writeln('b - Banana:'); Writeln('c - Carrot:'); Choice := ReadKey; case Choice of 'a': Writeln('You like apples'); 'b': Writeln('You like bananas'); 'c': Writeln('You like carrots'); else; Writeln('You made an invalid choice'); end; end.
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For loop
The for loop uses a loop counter variable, which it adds 1 to each time, to loop from a first number to a last number.
program Loops; var i: Integer;
If you want to have more than 1 command inside a loop then you must put them between a begin and an end.
program Loops; var i: Integer; begin for i := 1 to 10 do begin Writeln('Hello'); Writeln('This is loop ',i); end; end.
While loop
The while loop repeats while a condition is true. The condition is tested at the top of the loop and not at any time while the loop is running as the name suggests. A while loop does not need a loop variable but if you want to use one then you must initialize its value before entering the loop.
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program Loops; var i: Integer;
If you want to use more than one condition for either the while or repeat loops then you have to put the conditions between brackets.
program Loops; var i: Integer; s: String; begin i := 0; repeat i := i + 1; Write('Enter a number: '); Readln(s); until (i = 10) or (s = 0); end.
19 The Break command will exit a loop at any time. The following program will not print anything because it exits the loop before it gets there.
program Loops; var i: Integer;
The Continue command will jump back to the top of a loop. This example will also not print anything but unlike the Break example, it will count all the way to 10.
program Loops; var i: Integer; begin i := 0; repeat i := i + 1; Continue; Writeln(i); until i = 10; end.
Arrays are declared in almost the same way as normal variables are declared except that you have to say how many elements you want in the array.
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program Arrays; var a: array[1..5] of Integer;
begin end.
We access each of the elements using the number of the elements behind it in square brackets.
program Arrays; var a: array[1..5] of Integer; begin a[1] a[2] a[3] a[4] a[5] end. := := := := := 12; 23; 34; 45; 56;
It is a lot easier when you use a loop to access the values in an array. Here is an example of reading in 5 values into an array:
program Arrays; var a: array[1..5] of Integer; i: Integer; begin for i := 1 to 5 do Readln(a[i]); end.
Sorting arrays
You will sometimes want to sort the values in an array in a certain order. To do this you can use a bubble sort. A bubble sort is only one of many ways to sort an array but it is the most popular. In a bubble sort the biggest numbers are moved to the end of the array. You will need 2 loops. One to go through each number and another to point to the other number that is being compared. If the number is greater then it is swapped with the other one. You will need to use a temporary variable to store values while you are swapping them.
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program Arrays; var a: array[1..5] of Integer; i, j, tmp: Integer;
begin a[1] := 23; a[2] := 45; a[3] := 12; a[4] := 56; a[5] := 34; for i := 1 to 4 do for j := i to 5 if a[j] > a[j + 1] then begin tmp := a[j]; a[j] := a[j + 1]; a[j + 1] := tmp; end end.
2D arrays
Arrays can have 2 dimensions instead of just one. In other words they can have rows and columns instead of just rows. 12 3 11 2 3 24 5 6 37 8 9 Here is how to declare a 2D array:
program Arrays; var a: array [1..3,1..3] of Integer; begin end.
To access the values of a 2d array you must use 2 numbers in the square brackets. 2D arrays also require 2 loops instead of just one.
program Arrays; var r, c: Integer; a: array [1..3,1..3] of Integer;
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begin for r := 1 to 3 do for c := 1 to 3 do Readln(a[r,c]); end.
After you have created the type you must declare a variable of that type to be able to use it.
program Types; Type StudentRecord = Record Number: Integer; Name: String; end; var Student: StudentRecord; begin end.
To access the Number and Name parts of the record you must do the following:
program Types; Type StudentRecord = Record
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Number: Integer; Name: String; end; var Student: StudentRecord;
The other type is a set. Sets are not very useful and anything you can do with a set can be done just as easily in another way. The following is an example of a set called Animal which has dog, cat and rabbit as the data it can store:
program Types; Type Animal = set of (dog, cat, rabbit); var MyPet: Animal;
You can't use Readln or Writeln on sets so the above way of using it is not very useful. You can create a range of values as a set such as 'a' to 'z'. This type of set can be used to test if a value is in that range.
program Types; uses crt; Type Alpha = 'a'..'z'; var Letter: set of Alpha; c: Char;
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To use a procedure we must call it by using its name in the main body.
program Procedures; procedure Hello; begin Writeln('Hello'); end; begin Hello; end.
Procedures must always be above where they are called from. Here is an example of a procedure that calls another procedure.
program Procedures; procedure Hello; begin Writeln('Hello'); end; procedure HelloCall; begin Hello; end; begin
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HelloCall; end.
Procedures can have parameters just like the other commands we have been using. Each parameter is given a name and type and is then used just like any other variable. If you want to use more than one parameter then they must be separated with semi-colons.
program Procedures; procedure Print(s: String; i: Integer); begin Writeln(s); Writeln(i); end; begin Print('Hello',3); end.
Functions
Functions are like procedures except they return a value. The function keyword is used instead of procedure when declaring a function. To say what data type the return value must be you must use a colon and the name of the type after the function's name.
program Functions;
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function Add(i, j:Integer): Integer; begin end; begin end.
Assigning the value of a function to a variable make the variable equal to the return value. If you use a function in something like Writeln it will print the return value. To set the return value just make the name of the function equal to the value you want to return.
program Functions; var Answer: Integer;
function Add(i, j:Integer): Integer; begin Add := i + j; end; begin Answer := Add(1,2); Writeln(Add(1,2)); end.
You can exit a procedure or function at any time by using the Exit command.
program Procedures; procedure GetName; var Name: String; begin Writeln('What is your name?'); Readln(Name); if Name = '' then Exit; Writeln('Your name is ',Name); end; begin GetName; end.
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program Files; var f: Text;
begin end.
After the variable has been declared you must assign the file name to it.
program Files; var f: Text; begin Assign(f,'MyFile.txt'); end.
To create a new empty file we use the Rewrite command. This will overwrite any files that exist with the same name.
program Files; var f: Text; begin Assign(f,'MyFile.txt'); Rewrite(f); end.
The Write and Writeln commands work on files in the same way they work on the screen except that you must use an extra parameter to tell it to write to the file.
program Files; var f: Text;
If you want to read from a file that already exists then you must use Reset instead of Rewrite. Use Readln to read lines of text from the file. You will also need a while loop that repeats until it comes to the end of the file.
program Files; var
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f: Text; s: String; begin Assign(f,'MyFile.txt'); Reset(f); while not eof(f) do Readln(f,s); end.
Append opens a file and lets you add more text at the end of the file.
program Files; var f: Text; s: String; begin Assign(f,'MyFile.txt'); Append(f); Writeln('Some more text'); end.
No matter which one of the 3 access types you choose, you must still close a file when you are finished using it. If you don't close it then some of the text that was written to it might be lost.
program Files; var f: Text; s: String;
You can change a file's name with the Rename command and you can delete a file with the Erase command.
program Files; var f: Text;
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Close(f); end.
To find out if a file exists, you must first turn off error checking using the {$I-} compiler directive. After that you must Reset the file and if IOResult = 2 then the file was not found. If IOResult = 0 then the file was found but if it is any other value then the program must be ended with the Halt command. IOResult loses its value once it has been used so we also have to put that into another variable before using it. You must also use {$I+} to turn error checking back on.
program Files; var f: Text; IOR: Integer;
begin Assign(f,'MyFile.txt'); {$I-} Reset(f); {$I+} IOR := IOResult; if IOR = 2 then Writeln('File not found'); else if IOR <> 0 then Halt; Close(f); end.
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f: file of Byte; begin Assign(f,'MyFile.txt'); end.
You can use Rewrite to create a new file or overwrite an existing one. The difference between text files and data files when using Rewrite is that data files can be read and written to.
program DataFiles; var f: file of Byte; begin Assign(f,'MyFile.txt'); Rewrite(f); end.
Reset is the same as Rewrite except that it doesn't overwrite the file.
program DataFiles; var f: file of Byte;
When you write to a file using the Write command you must first put the value to be written to the file into a variable. Before you can write to or read from a data file you must use the Seek command to find the right place to start writing. You must also remember that data files start from position 0 and not 1.
program DataFiles; var f: file of Byte; b: Byte; begin Assign(f,'MyFile.txt'); Reset(f); b := 1; Seek(f,0); Write(f,b); end.
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program DataFiles; var f: file of Byte; b: Byte;
You must close a data file when you are finished with it just like with text files.
program DataFiles; var f: file of Byte; b: Byte;
The FileSize command can be used with the FilePos command to find out when you have reached the end of the file. FileSize returns the actual number of records which means it starts at 1 and not 0. The FilePos command will tell at what position in the file you are.
program DataFiles; var f: file of Byte; b: Byte; begin Assign(f,'MyFile.txt'); Reset(f); while FilePos(f) <> FileSize(f) do begin Read(f,b); Writeln(b); end; Close(f); end.
The Truncate command will delete everything in the file from the current position.
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program DataFiles; var f: file of Byte;
One of the most useful things about data files is that you can use records with them.
program DataFiles; type StudentRecord = Record Number: Integer; Name: String; var Student: StudentRecord; begin Assign(f,'MyFile.txt'); Reset(f); Student.Number := 12345; Student.Name := 'John Smith'; Write(f,Student); Close(f); end.
The next line is the interface keyword. After this you must put the names of the procedures that will be made available to the program that will use your unit. For this
33 example we will be making a function called NewReadln which is like Readln but it lets you limit the amount of characters that can be entered.
unit MyUnit; interface function NewReadln(Max: Integer): String;
The next line is implementation. This is where you will type the full code for the procedures and functions. We will also need to use the crt unit to make NewReadln. We end the unit just like a normal program with the end keyword.
unit MyUnit; interface function NewReadln(Max: Integer): String; implementation function NewReadln(Max: Integer): String; var s: String; c: Char; begin s := ''; repeat c := ReadKey; if (c = #8){#8 = BACKSPACE} and (s <> '') then begin Write(#8+' '+#8); delete(s,length(s),1); end; if (c <> #8) and (c <> #13){#13 = ENTER} and (length(s) < Max) then begin Write(c); s := s + c; end; until c = #13; NewReadln := s; end; end.
Once you have saved the unit you must compile it. Now we must make the program that uses the unit that we have just made. This time we will type MyUnit in the uses section and then use the NewReadln function.
program MyProgram; uses MyUnit;
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var
s: String;
begin end.
The @ sign can be used in front of a variable to get its memory address. This memory address can then be stored in a pointer because pointers store memory addresses. Here is an example of how to store the memory address of an integer in a pointer to an integer:
program Pointers; var i: integer; p: ^integer; begin p := @i; end.
If you want to change the value stored at the memory address pointed at by a pointer you must first dereference the pointer variable using a ^ after the pointer
35 name. Here is an example of how to change the value of an integer from 1 to 2 using a pointer:
program Pointers; var i: integer; p: ^integer;
You can allocate new memory to a typed pointer by using the new command. The new command has one parameter which is a pointer. The new command gets the memory that is the size of the variable type of the pointer and then sets the pointer to point to the memory address of it. When you are finished using the pointer you must use the dispose command to free the memory that was allocated to the pointer. Here is an example:
program Pointers; var p: ^integer;
When you allocate memory to an untyped pointer you must use the getmem command instead of the new command and you must use freemem instead of dispose. getmem and freemem each have a second parameter which is the size in bytes of the amount of memory which must be allocated to the pointer. You can
36 either use a number for the size or you can use the sizeof function to get the size of a specific variable type.
program Pointers; var p: pointer;
Queues
A queue is like standing in a queue at a shop. The first person that joins a queue is the first person to be served. You must always join at the back of a queue because if you join at the front the other people will be angry. This is called FIFO(First In First Out). Item 1 --> Item 2 --> Item 3 --> (Until the last item) Each item of a linked list is a record which has the data and a pointer to the next or previous item. Here is an example of how to declare the record for a queue and a pointer to a queue record as well as the variables needed:
program queue; type pQueue = tQueue = data: next: ^tqueue; record integer; pQueue;
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end; var head, last, cur: pQueue;
begin end.
We will now make 3 procedures. The first procedure will add items to the list, the second will view the list and the third will free the memory used by the queue. Before we make the procedures lets first take a look at the main program.
begin head := nil; {Set head to nil because there are no items in the queue} add(1) {Add 1 to the queue using the add procedure}; add(2); add(3); view; {View all items in the queue} destroy; {Free the memory used by the queue} end.
The add procedure will take an integer as a parameter and add that integer to the end of the queue.
procedure add(i: integer); begin new(cur); {Create new queue item} cur^.data := i; {Set the value of the queue item to i} cur^.next := nil; {Set the next item in the queue to nil because it doesn't exist} if head = nil then {If there is no head of the queue then} head := cur {Current is the new head because it is the first item being added to the list} else last^.next := cur; {Set the previous last item to current because it is the new last item in the queue} last := cur; {Make the current item the last item in the queue} end;
The view procedure uses a loop to display the data from the first item to the last item of the queue.
procedure view; begin cur := head; {Set current to the beginning of the queue} while cur <> nil do {While there is a current item} begin writeln(cur^.data); {Display current item} cur := cur^.next; {Set current to the next item in the queue} end; end;
The destroy procedure will free the memory that was used by the queue.
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procedure destroy; begin cur := head; {Set current to the beginning of the queue} while cur <> nil do {While there is a item in the queue} begin cur := cur^.next; {Store the next item in current} dispose(head); {Free memory used by head} head := cur; {Set the new head of the queue to the current item} end; end;
Stacks
To understand a stack you must think about a stack of plates. You can add a plate to the top of the stack and take one off the top but you can't add or take away a plate from the bottom without all the plates falling. This is called LIFO(Last In First Out). Item 1 <-- Item 2 <-- Item 3 <-- (Until the last item) When you declare the record for a stack item you must use previous instead of next. Here is an example.
program stack; type pStack = tStack = data: prev: end; var last, cur: pStack; begin last := nil; add(3); add(2); add(1); view; destroy; end. ^tStack; record integer; pStack;
You will see that the numbers are added from 3 to 1 with a stack instead of 1 to 3. This is because things must come off the top of the stack instead of from the head of a queue. The add procedure adds the item after the last item on the stack.
procedure add(i: integer); begin new(cur); {Create new stack item}
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cur^.data := i; {Set item value to the parameter value} cur^.prev := last; {Set the previous item to the last item in the stack} last := cur; {Make the current item the new last item} end;
The view and destroy procedures are almost the same as with a queue so they will not need to be explained.
procedure view; begin cur := last; while cur <> nil do begin writeln(cur^.data); cur := cur^.prev; end; end; procedure destroy; begin while last <> nil do begin cur := last^.prev; dispose(last); last := cur; end; end;