Class 12 Fbise Computer Science System Development Life Cycle Important Mcqs – KPK Class 12 Computer Science Computer Science Notes Pointers Q.4) Define the term pointer. Describe the advantages of using pointer variables.
Pointers are powerful features of C++ that distinguish it from other programming languages. With the help of pointers, C++ gives users the power to manipulate data directly in the computer’s memory. Pointers are used in the C++ program to access memory and manipulate the address.
Class 12 Fbise Computer Science System Development Life Cycle Important Mcqs

The variable name refers to the memory space it occupies. Pointers are used to store the address of a variable. The width of the memory address/location depends on the computer architecture. If the computer’s architecture is 16-bit, it means it can have 216 memory locations.
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Therefore, for a pointer to store any memory location on this computer, it must be 16 bits or 2 bytes wide. Similarly, for 32-bit and 64-bit architecture, we should have pointers of size 4 bytes (width 32 bits) and 8 bytes (width 64 bits), respectively.
Q.5) What is the difference between the reference operator* and the reference operator &? Explain with the help of a few lines of code.
If we want to store the value of the variable through the pointer, we need a special kind of operator called the dereference operator marked with an asterisk (*).
In this example, the instructions on lines 10 and 14 use the dereference operator (*) and thus access the actual values of the original variable ‘n’ that is pointed to by the pointer ‘Pn’. In pointers, the ampersand operator (&) is the reference operator and can be read as “address of” and (*) is the dereference operator which can be read as “value pointed to”. These operators are complementary to each other and have opposite meanings. A variable referenced with & can be dereferenced with (*).
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Since pointers are variables that contain the addresses of other variables, so when assigning addresses to them, a programmer needs a special type of operator called a reference or address operator which is denoted by the ampersand (&) symbol. This gives the address of a memory location.
EXPLANATION: Since we know that pointer values are addresses of other variables, sometimes when we declare pointers we may want to explicitly specify which variables they will point to.
Here, PTerature is a pointer variable to a floating point variable. As this pointer is created with the instruction ‘float * PTTemperature’, it immediately receives the address of a floating variable ‘Temperature’. The behavior of the code above is equivalent to the code below.

It should be noted that when declaring a pointer, the asterisk (*) only indicates that it is a pointer variable and not the dereference operator.
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Declaring the pointer is simple and is similar to declaring a regular variable with a slight difference of using the asterisk symbol * between the data type and the variable name. What are the stages in the system development lifecycle? The phases of the systems development lifecycle are planning, system research, system configuration, development, performance, integration and testing, as well as processes and maintenance.
Second year computer science looks at chapter 2 of the system development lifecycle for the kpk peshawar board. Computer science notes ics part 2 Chapter 2.
The software development life cycle (SDLC) is a conceptual model used in project management that describes the steps involved in an information system development project from an initial feasibility study to maintenance of the finished application.
The term “system” originates from the Greek term system, which means “to put together”. It can be defined as a group of interrelated components that have a clearly defined boundary that work together to achieve a common set of goals.
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A system can be developed by applying a set of methods, procedures and routines in an appropriate sequence to perform some specific tasks. When all these functions are applied to build software, then the system will be called a software system.
Those subjects that are inside the organization or outside the organization that sponsors a project, or have an interest or intend to receive it after its successful conclusion, or they can have a positive or negative influence on the project’s conclusion called stakeholders. Project stakeholders include the customer, user group, project manager, development team, and testers.
All those who have an interest in the project can be considered as project stakeholders. Individuals, as well as organizations that are actively involved in the project, or whose interests may be affected as a result of the execution or completion of the project, are part of the stakeholders. The project management team must identify stakeholders, determine their requirements, expectations, and manage their influence against requirements to ensure a successful project.

Software requirements is a field of software engineering that deals with defining the stakeholder needs to be addressed by the software.
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Functional requirements are those requirements of a software system that describe a function of a software system or its component. It includes calculations, technical details, data manipulation and processing, and other specific functionality that defines what a system must achieve. Examples of functional requirements are:
Non-functional requirements are those requirements that define the criteria for judging the operations of a system. It describes how well the system performs its tasks. Non-functional requirements are often called qualities of a system. These requirements depend on the nature of the software. 2nd Year Computer Science Notes Chapter 8 Objects and Lessons Khyber pakhtunkhwa Peshawar textbook table computer science textbook notes pdf download now.
Computer Science Notes Chapter 8 Objects and Classes Q.4) Write a C++ program that implements a class called Circle that has two functions called GatRadius and CalArea. The functions must receive the radius value from the user and then calculate the area of the circle and display the result.
Cout << “Want to get information about employees? Select Y/N:”;
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Q.7) Write a C++ program that implements a class called ConstDest that has constructor and destructor functions in its body.
Q.8) Write a C++ program that implements a class called Time. This class must have a constructor to initialize the hour, hours, minutes and seconds. The class must have another function called ToSecond() to return and display the time in seconds.
“Objects are instances of a class that contain data variables declared in the class, and member functions operate on those class objects. In other words, a variable of type class is called an object.”

In C++, when we declare a variable of type class, we instantiate (for example, ) the class, and the variable itself is called an instance or object of that class. Object is very important in OOP because a class cannot be used without creating its object.
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Here, R1, R2, R3 are objects of the same CRectangle class that share the same data and member functions. The definition of a class does not take up memory. It just defines what the class looks like. To use a class, a variable of that class type must be declared. When an object is created, memory is reserved for all data members and member functions of that class.
“Acquiring some of the common qualities of parents (eg eyes like a mother, hair like a father, etc.) is called inheritance.”
A new model car that has some features inherited from the old model like brake system and navigation system etc.
This means multiple possible states for a single property. For example, one person can be a student as well as a friend to another person. Also, a person can be an engineer as well as a teacher.
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The above statement refers to adding integers with the help of the “+” operator. The same operator can be used to add floating point numbers. Or it can be used to connect strings. They are as follows:[message] ##control##Chapter 4 Contents: Short and Long Answers | Solved exercises | MCQs [View PDF online ##eye##] [Direct download from PDF ##download##] Chapter 5 – Communications and Network Protocols
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