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    \title{Chapitre 6 : Nombres aléatoires en informatique - TD}
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    \subsection*{Exercice 1 : Lancer de
dés*}\label{exercice-1-lancer-de-duxe9s}

Le but de cet exercice est de simuler des lancers de dés. Cela
correspond, d'un point de vue informatique, à tirer un entier aléatoire
entre 1 et 6.

\subsubsection*{Question 1 : Lancer un
dé}\label{question-1-lancer-un-duxe9}

Écrire une fonction qui simule le lancer d'un dé et renvoie le résultat.

    \subsubsection*{Question 2 : Lancer plusieurs
dés}\label{question-2-lancer-plusieurs-duxe9s}

Écrire une fonction qui lance un nombre de dés donné en paramètre et
renvoie leur somme.

\noindent Afficher le résultat d'un lancer de deux dés puis trois dés.

    \subsubsection*{\texorpdfstring{Question 3 : Lancer des dés à \(n\)
faces}{Question 3 : Lancer des dés à n faces}}\label{question-3-lancer-des-duxe9s-uxe0-n-faces}

Certains dés ont un nombre de faces différent de 6, comme ceux utilisés
pour les jeux de rôles. Ecrire une fonction qui prend le nombre de faces
du dé et simule le lancer. Faire 10 000 lancers d'un dé à 7 faces et
afficher la moyenne.

    \subsubsection*{Question 4 : Lancer plusieurs dés à même nombre de
faces}\label{question-4-lancer-plusieurs-duxe9s-uxe0-muxeame-nombre-de-faces}

Écrire une fonction qui lance un nombre de dés donné en paramètre, tous
les dés ayant le même nombre de faces (également donné en paramètre), et
renvoie leur somme.

\noindent Afficher le résultat de 10 000 lancers d'un dé à 7
faces avec cette fonction.

\subsection*{Exercice 2 : Soldes aléatoires**}
Pour les soldes, un magasin
propose une formule originale. Lors du paiement en caisse, une réduction
de 30, 50 ou 70\% est appliquée de façon
aléatoire.

\subsubsection*{Question 1: Calcul du taux
aléatoire}\label{question-1-calcul-du-taux-aluxe9atoire}

Écrire une fonction \texttt{taux()} retournant 30, 50 ou 70, la valeur
étant tirée au hasard.

    \subsubsection*{Question 2 : Prix à payer après
réduction}\label{question-2-prix-uxe0-payer-apruxe8s-ruxe9duction}

Ecrire le programme qui calcule le prix à payer après la réduction. Le
prix sera saisi par l'utilisateur et la réduction tirée au hasard.

    \subsection*{Exercice 3 : Jeu du fakir**}\label{exercice-3-jeu-du-fakir}

Dans le jeu du fakir, l'utilisateur doit trouver un nombre mystère
compris entre 1 et 100 en au plus 6 essais (7 sont toujours suffisants).
À chaque essai, le programme indique si le nombre mystère est plus petit
ou plus grand que la valeur saisie, ou que l'utilisateur a trouvé.

\noindent Écrire le programme correspondant.

    \section*{Pour aller plus loin}\label{pour-aller-plus-loin}

    \subsection*{Exercice 4 : Rectangle
aléatoire*}\label{exercice-4-rectangle-aluxe9atoire}

Tirer au hasard un rectangle de dimensions flottantes. La largeur sera
comprise entre 3 et 4 et la longueur entre 7 et 9.

\noindent Quelles  sont l'aire minimale et l'aire maximale ? Engendrer 10 000 rectangles
et compter combien sont petits (aire entre 21 et 26), moyens (aireentre
26 et 31) et grands (aire supérieure à 31).

    \subsection*{Exercice 5 : Fléchettes**}\label{exercice-5-fluxe9chettes}

On envoie des fléchettes sur une cible de rayon 18. Les coordonnées
$x$ et $y$ des impacts sont tirées au hasard entre -20 et 20,
l'origine étant le centre de la cible. On note $d = \sqrt{x^2 + y^2}$
la distance au centre et on marque :
\begin{itemize}
\tightlist
\item  1 point si $d$ est compris entre 12 et 18,
\item 2 points si $d$ est compris entre 6 et 12,
\item 5 points si $d$ est compris entre 2 et 6,
\item 10 points si $d$ est inférieur à 2 ("dans le mille"),
  \item 0 si on rate la cible.
\end{itemize}
Écrire un programme qui permet de lancer autant de fléchettes qu'on veut
et affiche le score obtenu.


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