Official NCERT Book for Class 11 Informatics Practices: Sample Applications
Review the CBSE Book Class 11 Informatics Practices Sample Applications designed for Class 11 Informatics Practices students. Published under the latest NCERT guidelines for 2026-27, this chapter-wise resource supports daily study and targeted revision.
Chapter-wise Study Material: Sample Applications
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Sample Applications - Case Studies
Types of Applications
There are several types of applications, which can be developed to simplify our life. All of us must have used many such applications several times such as playing games online, buying movie tickets online, making train/air reservations etc. These applications are broadly categorized as e-Gaming, e-Business, e-Governance, e- Management, e-Learning etc. e-Gaming involves gaming applications on computers or internet. e-Business involves applications dealing with buying and selling of products and services. e-Governance involves applications which are used for administration and management of an organization. e-Management involves applications dealing with day to day management of organizations. e-Learning involves applications which are developed to help learning of any concept.
Case Study 1 - Cross N Knot Game
Problem Statement
You must have played this game several times using pen and paper, yes it is the same game. The aim is to develop a two-player digital version of the same game. Let us first analyze the problem and decide on the requirements before starting the coding.
Problem Analysis
Cross n Knot is a two player game. The aim of the application is to allow the players to decide on the position where they want to place the symbol (in our case cross for player one and knot for player two by default) one by one in a 3 x 3 grid. So the first thing we should have on the form is 9 text fields with suitable labels for placing the symbols. Note that these text fields should be disabled so that they just display the position withou being edited.
The game starts with Player 1 and he has to decide on the position where he wants to place the cross. He will enter this input in a text field and similarly player 2 needs to enter his position in a text field. So the next thing we need to have on the form is 2 text fields to accept the inputs of Player 1 and Player 2 respectively. Note that the Labels against the text fields are necessary as they help in identifying the position where the player is going to place the symbol (cross or knot).
After the player decides on the input he should click on a button to place the symbol in the appropriate position and transfer the turn to the other player. To achieve this we should have two buttons, one for each player.
Apart from these controls we need to have two more buttons - first for restarting the game and second for ending the application.
The game continues till all the text fields are filled .To avoid confusion, when Player 1 is playing, only his controls have to be enabled and the controls of Player 2 have to be disabled. As soon as Player 1 finishes his turn by clicking on the button, the controls of Player 1 should be disabled and the controls for the Player 2 should be enabled.
Problem Solution
The first step is to design the form according to the above analysis. Carefully observe the
Form given in Figure 11.1 and design a similar looking form with the mentioned characteristics.
Let us first now summarize the functionalities required from each of the four buttons of the form - Player 1, Player 2, RE-PLAY and STOP and simultaneously look at the code for each of these buttons.
Please refer to the link below - CBSE Class 11 Informatics Practices Sample Applications
Official NCERT Textbook PDF: Class 11 Informatics Practices Sample Applications
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English Medium NCERT Textbooks for Class 11
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