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FORTRAN Booklet

This document provides information about Fortran programming including what a computer program and programming language are, the different types of programming languages, an overview of Fortran programming, rules for Fortran programming, data types in Fortran like integers and characters, variables and constants in Fortran, the stages involved in Fortran programming, and examples of a Fortran program to sum odd numbers and the basic parts of a Fortran program.

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0% found this document useful (0 votes)
122 views38 pages

FORTRAN Booklet

This document provides information about Fortran programming including what a computer program and programming language are, the different types of programming languages, an overview of Fortran programming, rules for Fortran programming, data types in Fortran like integers and characters, variables and constants in Fortran, the stages involved in Fortran programming, and examples of a Fortran program to sum odd numbers and the basic parts of a Fortran program.

Uploaded by

Nnamdi Ezissi
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as DOCX, PDF, TXT or read online on Scribd
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ESSENTIALS

PRESENT

FORTRAN
PROGRAMMING

PAST QUESTIONS
&
ANSWERS

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PROGRAM
A computer program is a collection of instructions that performs a specific task when
executed by a computer. Most computer devices require programs to function properly. A
computer program is usually written by a computer programmer in a programming
language. 
WHAT IS PROGRAMMING LANGUAGE
A programming language is a notation designed to connect instructions to a machine or a
computer. Programming languages are mainly used to control the performance of a machine
or to express algorithms

TYPES OF PROGRAMMING LANGUAGES


Procedural Programming Language
Functional Programming Language
Object-oriented Programming Language
Scripting Programming Language
Logic Programming Language

FORTRAN PROGRAMMING
Fortran is a general-purpose, compiled imperative programming language that is especially
suited to numeric computation and scientific computing

Acronym for formula translator, FORTRAN was the world's first and oldest high-level
programming language. It was developed at IBM by a small team led by John Backus. The
earliest version of FORTRAN was released in 1957 as a programming tool for the IBM 704.
it is still popular today, particularly for scientific and engineering applications that require
extensive mathematical computations. Such projects as the design of bridges and aeroplane
structures, it is used for factory automation control, for storm drainage design, analysis of
scientific data and so on

RULES TO CONFORM/ADHERE IN FORTRAN PROGRAMMING


FREE FORMAT
 The language is not case-sensitive. Program, program, PROGRAM are all considered
the same.
 You can start writing from any column number.
 [!] signify a comment. anything that is placed after [!] to the end of the line is
considered a comment.
 If the statement is to long to fit in one line, then [&] can be placed at the end line
and another [&] should be placed at the beginning of the continuing line.
 To write multiple statements on the same line, use the [;] in between the statements

FIXED FORMAT
 The line can be 72 characters long, only one statement per line is allowed.
 Column 1 – 5 are reserved for writing line number. If, however, the first column has
the character [C] in it then the line is a comment line.
 If one statement  cannot fit in one line, then you can place a character in column 6
other that 0 or blank to identify that the line is a continuous line .
 The statement must be written between column 7 and column 72
 column 73-80 are reserved for sequential number entry. These number has no effect
on the statement itself.
 As with the free format, the format is not case-sensitive
 An [END] keyword must be placed at the end of the program

DATA TYPES
A data type is a type of data. Some common data types include integers, floating point
numbers, characters, strings, and arrays. They may also be more specific types, such as
dates, timestamps, boolean values, and varchar (variable character) formats

FORTRAN DATA TYPES


The basic data types of FORTRAN 77 are: integers, floating-point numbers of two kinds
(REAL and DOUBLE PRECISION), logicals and character strings

FORTRAN VARIABLE
A Fortran variable can be considered as a box that is capable of holding a single value of
certain type. Thus, a variable has a name, the variable name and a type. The way of
choosing a name for a variable must fulfill the rules of composing a Fortran identifier. The
type of a variable can be one of the following:

 INTEGER: the variable is capable of holding an integer


 REAL: the variable is capable of holding a real number
 COMPLEX: the variable is capable of holding a complex number
 LOGICAL: the variable is capable of holding a logical value (i.e., true or false)
 CHARACTER: the variable is capable of holding a character string of certain length

FORTRAN CONSTANT
Fortran Constants or more formally literal constants are the tokens used to denote the
value of a particular type. Fortran has five types of constants: integer, real, complex,
logical, and character string.

 Integer Constants: a string of digits with an optional sign:


o Correct Examples: 0, -345, 768, +12345
o Incorrect Examples:
 1,234 : comma is not allowed
 12.0: no decimal point
 --4 and ++3: too many optional signs
 5- and 7+: the optional sign must precede the string of digits
 Real Constants: There are two representations, decimal representation and
exponential representation.
o Decimal Representation: A decimal point must be presented,
but no commas are allowed. A real constant can have an optional sign.
 Correct Examples: 23.45, .123, 123., -0.12, -.12
 Incorrect Examples:
 12,345.95: no comma is allowed
 75: real constant must have a decimal point
 123.5-: the optional sign must precede the number
 $12.34: cannot use dollar sign $
o Exponential Representation: It consists of an integer or a real number
in decimal representation (the mantissa or fractional part), followed by the
letter E or e, followed by an integer (the exponent).
 Correct Examples
 12.3456E2 or 12.3456e2: this is equal to 1234.56
 -3.14E1 or -3.14e1: this is equal to -31.4
 -1.2E-3 or -1.2e-3: this is equal to -0.0012
 12E3 or 12e3: this is equal to 12000.0
 0E0 or 0e0: this is equal to 0.0
 Incorrect Examples
 12.34E1.2: the exponential part must be an integer constant
 12.34-5: there is no exponential sign E or e
FORTRAN INTEGER
An integer in Fortran is a whole number; it cannot contain commas or a decimal point.
Examples of numbers considered integers by Fortran are. 12 , -1311 , 0 , +43 ,
123456789 . For positive integers the plus sign is optional, but negative integers must be
preceded by a minus sign.
FORTRAN CHARACTER
A character constant is a fixed valued character string. The intrinsic data
type character stores characters and strings. The length of the string can be specified by
len specifier. If no length is specified, it is 1

Fortran character statement specifies the type of a symbolic constant, variable, array,


function, or dummy function to be character. Optionally, it initializes any of the items with
values and specifies array dimensions.

STAGES OF INVOLVED IN FORTRAN PROGRAMMING

FIVE STEPS IN ACCOMPLISHING WORKING AND EFFICIENT COMPUTER PROGRAM


 Step 1: Identify the Problem.
 Step 2: Design the Solution.
 Step 3: Write the Program.
 Step 4: Documentation and Maintenance.
 Step 5: Test the Program.

THINGS YOU NEED TO DO BEFORE WRITING COMPUTER PROGRAM


1) Get familiar with the programming tools and interface
2) Take advantage of code documentation
3) Learn algorithms
4) Get a mentor

FORTRAN PROGRAM TO SUM ODD NUMBERS BETWEEN 1 TO 100


integer i, sum

sum = 0
do 10 i = 1,100,2
sum = sum + i
10 continue
write(*,*) 'Sum =', sum
Stop
end

BASIC PARTS IN A FORTRAN PROGRAMMING


1) Main Program (Subroutine, Function, Block Data program Units)
2) Data Types (Integer, Real, Double Precision, Complex and Logical Data Types)
3) Statements (Assignment, Common, Dimension, Equivalence Statements)
4) Library Function (Intrinsic and External)

FORTRAN STATEMENTS (EXECUTABLE/NON EXECUTABLE)


A statement function is a user-defined function which is defined and used within a program
unit. It appears after the type declarations but before the executable statements, and looks
superficially like a simple assignment statement

Fortran statements are either executable or non-executable. The compiler


translates executable statements directly into a set of machine code instructions. Non-
executable statements are mainly used to tell the compiler about the program; they
are not directly translated into machine code.

1) EXECUTABLE STATEMENTS
An executable statement is a procedural step in a high level imperative programming
language that calls for processing action by the computer, such as performing arithmetic,
reading data from an external medium, making a decision, etc

2) NON EXECUTABLE STATEMENTS


Programming command that is not run or executed when being read by the computer. For
example, a commonly used non executable statement is REM (remark) used in batch files
and other Microsoft Windows and DOS programs. The following is a listing of other text used
to remark, comment, or cause the line to be skipped

FORTRAN PROGRAM TO GENERATE MULTIPLICATION TABLE


PROGRAM Multiplication_Table
IMPLICIT NONE
INTEGER, PARAMETER :: MAX = 9
INTEGER :: i, j
CHARACTER(LEN=80) :: FORMAT

FORMAT = "(9(2X, I1, A, I1, A, I2))"


WRITE(*,FORMAT) ((i, '*', j, '=', i*j, j = 1, MAX), i = 1, MAX)
END PROGRAM Multiplication_Table

PROGRAM INPUT AND OUTPUT


The output of the program is:
1 1 2 2 3 3 4 4 5 5 6 6 7 7
....5....0....5....0....5....0....5....0....5....0....5....0....5....0....5
1*1= 1 1*2= 2 1*3= 3 1*4= 4 1*5= 5 1*6= 6 1*7= 7 1*8= 8 1*9= 9
2*1= 2 2*2= 4 2*3= 6 2*4= 8 2*5=10 2*6=12 2*7=14 2*8=16 2*9=18
3*1= 3 3*2= 6 3*3= 9 3*4=12 3*5=15 3*6=18 3*7=21 3*8=24 3*9=27
4*1= 4 4*2= 8 4*3=12 4*4=16 4*5=20 4*6=24 4*7=28 4*8=32 4*9=36
5*1= 5 5*2=10 5*3=15 5*4=20 5*5=25 5*6=30 5*7=35 5*8=40 5*9=45
6*1= 6 6*2=12 6*3=18 6*4=24 6*5=30 6*6=36 6*7=42 6*8=48 6*9=54
7*1= 7 7*2=14 7*3=21 7*4=28 7*5=35 7*6=42 7*7=49 7*8=56 7*9=63
8*1= 8 8*2=16 8*3=24 8*4=32 8*5=40 8*6=48 8*7=56 8*8=64 8*9=72
9*1= 9 9*2=18 9*3=27 9*4=36 9*5=45 9*6=54 9*7=63 9*8=72 9*9=81

CONTROL STRUCTURES
Control structures alter the normal sequential flow of a statement execution. IF
statements allow a program to follow different paths depending on predefined criteria,
namely sequence structure, selection structure and repetition structure.

CONTROL STATEMENTS
Control statements enable us to specify the flow of program control; ie, the order in
which the instructions in a program must be executed. They make it possible to make
decisions, to perform tasks repeatedly or to jump from one section of code to another.

FORMATTED OUTPUT
Formatted Output and the printf function. One of the most important and common tasks in
virtually every program is the printing of output. ... One, the printf (short for
"print formatted") function, writes output to the computer monitor. The other, fprintf,
writes output to a computer file.

WHICH ARE FORMATTED INPUT OUTPUT FUNCTIONS


The format specification string is a character string that specifies the data type of each
variable to be input or output and the size or width of the input and output.
The function printf() is used for formatted output to standard output based on a
format specification.

WHAT IS THE DIFFERENCE BETWEEN FORMATTED AND UNFORMATTED FUNCTIONS


The difference between formatted and unformatted input and output operationsis that in
case of formatted I/O the data is formatted or transformed. UnformattedI/O transfers data
in its raw form or binary representation without any conversions.

WHAT IS FORMATTED AND UNFORMATTED INPUT AND OUTPUT


Unformatted Input/Output is the most basic form of input/output. Unformatted
input/output transfers the internal binary representation of the data directly between
memory and the file. Formatted output converts the internal binary representation of the
data to ASCII characters which are written to the output file.

ARRAY
An array is a data structure consisting of a collection of elements (values or variables),
each identified by at least one array index or key. Depending on the language, array
types may overlap (or be identified with) other data types that describe aggregates of
values, such as lists and strings.

FORTRAN ARRAY
An array is used to store a collection of data, but it is often more useful to think of
an array as a collection of variables of the same type. All arrays consist of contiguous
memory locations. The lowest address corresponds to the first element and the highest
address to the last element.

Arrays can be one- dimensional (like vectors), two-dimensional (like matrices) and Fortran
allows you to create up to 7-dimensional arrays.

ASSIGNING ARRAY VALUES


You can either assign values to individual members, like,
numbers(1) = 2.0

or, you can use a loop,


do i =1,5
numbers(i) = i * 2.0
end do

TYPES OF ARRAYS
Arrays are Set of Elements having same data type or we can Say that Arrays are Collection
of Elements having same name and same data type But Always Remember Arrays are
Always Start From its index value and the index of array is start From 0 to n-1.
 
Suppose we wants to Access 5th Element of array then we will use 4th Element Because
Arrays are Start From 0 and arrays are always stored in Continuous Memory Locations The
Number of Elements and Types of array are Identified by Subscript of array Elements. The
Various types of Array those are provided by c as Follows:-

1) Single Dimensional Array


2) Two Dimensional Array
3) Three Dimensional array
4) Character Array or Strings.

1) ONE DIMENSIONAL ARRAY


A one-dimensional array simply means the array has just one row of data. A given
element, or bucket, is also called the index. The first element in the list is actually zero. This
means the first index is 0, then 1, 2, and so on. When you create an array, you must
declare its size and data type; you can prefill values

int a[3]=100 (Declaration Of One Dimensional Array)

The [] is used for dimensional or the sub-script of the array that is generally used for
declaring the elements of the array For Accessing the Element from the array we can use
the Subscript of the Array like this

int a[3]=100

This will set the value of 4 th element of array. So there is only the single bracket then it
called the Single Dimensional Array. This is also called as the Single Dimensional Array

2) TWO DIMENSIONAL ARRAY OR THE MATRIX


The Two Dimensional array is used for representing the elements of the array in the form of
the rows and columns and these are used for representing the Matrix A Two Dimensional
Array uses the two subscripts for declaring the elements of the Array

Like this int a[3][3] (Declaration Of Two Dimensional Array)

So This is the Example of the Two Dimensional Array In this first 3 represents the total
number of Rows and the Second Elements Represents the Total number of Columns The
Total Number of elements are judge by Multiplying the Numbers of Rows * Number of
Columns in The Array in the above array the Total Number of elements are 9
 
3) MULTIDIMENSIONAL OR THE THREE DIMENSIONAL ARRAY: The Multidimensional
Array are used for Representing the Total Number of Tables of Matrix A Three dimensional
Array is used when we wants to make the two or more tables of the Matrix Elements for
Declaring the Array Elements we can use the way like this

int a[3][3][3] (Declaration Of Three Dimensional Array)

In this first 3 represents the total number of Tables and the second 3 represents the total
number of rows in the each table and the third 3 represents the total number of Columns in
the table. So this makes the 3 Tables having the three rows and the three columns
The Main and very important thing about the array that the elements are stored always in
the Contiguous in the memory of the Computer

4) MULTIDIMENSIONAL ARRAY
A four-dimensional (4D) array is an array of array of arrays of arrays or in other words 4D
array is a array of 3D array. More dimensions in an array means more data be held, but
also means greater difficulty in managing and understanding arrays.

An 4D array can be used to store a collection of data, for example we input 3 coordinates &
1 time, i.e., x, y, z, t and we want to check whether there is collision between two vehicles
or not.

Examples1
int student[4][5][6][7]; (Declaration Of four Dimensional Array)

int designates the array type integer.


student is the name of our 4D array.
Our array can hold 840 integer-type elements. This number is reached by multiplying the
value of each dimension. In this case: 4x5x6x7=840.

Examples2
float country[5][6][5][6][5];

Array country is a five-dimensional array.


It can hold 4500 floating-point elements (5x6x5x6x5=4500).

SUBPROGRAMS
Fortran codes that solve real engineering problems often have tens of thousands of lines.
The only way to handle such big codes, is to use a modular approach and split
the program into many separate smaller units called subprograms. A subprogramis a
(small) piece of code that solves a well defined subproblem.

Control structures is an example of a subprogram (also called a procedure, subroutine, or


function). A subprogram is like a sauce recipe given once and used as part of many other
recipes. Subprograms take inputs (the quantity needed) and produce results (the sauce).

ADVANTAGES OF SUBPROGRAM
The advantages of breaking a program into subroutines include
1) Decomposing a complex programming task into simpler steps: this is one of the two
main tools of structured programming, along with data structures
2) Reducing duplicate code within a program
3) Enabling reuse of code across multiple programs.

TYPES OF SUBPROGRAM
1) Procedure
2) Function
3) Routine
4) Method

1) PROCEDURE
A procedure is a group of statements that perform a well-defined task and can be invoked
from your program. Information (or data) is passed to the calling program, to
the procedure as arguments.

2) FUNCTION
A function is a block of organized, reusable code that is used to perform a single, related
action. Different programming languages name them differently, for example, functions,
methods, sub-routines, procedures, etc.

FORTRAN FUNCTION
A Fortran function is similar to a mathematical function, which takes one or many
parameters as inputs and returns a single output value. A Fortran subroutine is a block of
code that performs some operation on the input variables, and as a result of calling
the subroutine, the input variables are modified.

PARAMETER
A parameter or a formal argument, is a special kind of variable, used in a subroutine to
refer to one of the pieces of data provided as input to the subroutine

A symbolic name can be used to represent the real part, imaginary part, or both parts of a
complex constant. A constant expression is made up of explicit constants and
parameters and the FORTRAN operators.

DIFFERENTIATE BETWEEN PARAMETER AND ARGUEMENT


The terms parameter and argument may have different meanings in different programming
languages. Sometimes they are used interchangeably, and the context is used to distinguish
the meaning. The term parameter (sometimes called formal parameter) is often used to
refer to the variable as found in the function definition, while argument (sometimes
called actual parameter) refers to the actual input supplied at function call.

3) ROUTINE/SUBROUTINE
A routine or subroutine, also referred to as a function, procedure, and subprogram, is a
portion of code that may be called and executed anywhere in a program. Instead of writing
the code each time these commonly-performed tasks are needed, routines are created and
called when these tasks need to be performed

A subroutine is a sequence of program instructions that performs a specific task, packaged


as a unit. This unit can then be used in programs wherever that particular task should be
performed. The generic term callable unit is sometimes used.

4) METHOD
A method in object-oriented programming (OOP) is a procedure associated with a
message and an object. This allows the sending objects to invoke behaviors and to delegate
the implementation of those behaviors to the receiving object. A method in Java
programming sets the behavior of a class object.

In object-oriented programming, a method is a programmed procedure that is defined as


part of a class and included in any object of that class. A method in an object can only
have access to the data known to that object, which ensures data integrity among the set of
objects in an application.

In object-oriented programming, a method is a part of an object. A method allows the


object to perform an action, whether this action is to modify itself or to return a value

DIFFERENTIATE BETWEEN METHOD AND FUNCTION


A function is a piece of code that is called by name. It can be passed data to operate on
(i.e. the parameters) and can optionally return data (the return value). All data that is
passed to a function is explicitly passed. A method is a piece of code that is called by a
name that is associated with an object.

CHARACTERISTICS FEATURES OF OBJECT ORIENTED PROGRAMMING


 Inheritance
 Polymorphism
 Data Hiding
 Encapsulation
 Overloading
 Reusability
 Abstraction

 Encapsulation – Encapsulation is capturing data and keeping it safely and securely


from outside interfaces.
 Inheritance- This is the process by which a class can be derived from a base class
with all features of the base class and some of its own. This increases code
reusability.
 Polymorphism- This is the ability to exist in various forms. For example an operator
can be overloaded so as to add two integer numbers and two floats.
 Abstraction- The ability to represent data at a very conceptual level without any
details.

TERNINOLOGIES/ATTRIBUTES OF OBJECT ORIENTED PROGRAMMING


1- Inheritance: this is the process by which a class is derived from a base class with all
features of the base class and some of its own. “It will Increase the code reusability”.
2- Encapsulation: it is for capturing data and keeping it safely and securely from outside
interfaces.
3- Polymorphism: it means one name, many forms, which is the ability to exist in various
forms. For example, an operator can be overloaded so as to add two integer numbers and
two floats.
4- Abstraction: it is used to manage complexity. Software developers use abstraction to
decompose complex systems into smaller components, however, it has the ability to
represent data at a very conceptual level without any details.
Other characteristics of OOP are:
5- Class definition: Basic building blocks OOP and a single entity which has data and
operations on data together
6-  Objects: The instances of a class which is used in real functionality, its variables and
operations
7- Generic classes: Class definitions for unspecified data which is known as container
classes. They are flexible and reusable.
8- Class libraries: Built-in language specific classes
9- Message passing: Objects communicates through invoking methods and sending data
to them. This feature of sending and receiving information among objects through function
parameters is known as Message Passing.
10- Method:  Also it is known as a message in OOP, which is a procedure associated with
an object class. An object is made up of behavior and data. Data is represented as
properties of the object and behavior as methods.

FORTRAN PROGRAM TO GENERATE THE ROOT OF A QUADRATIC EQUATION


program quadratic
!a comment

!should be present in every separate program unit


implicit none

real :: a, b, c
real :: discriminant
real :: x1, x2

print *, "Enter the quadratic equation coefficients a, b and c:"


read *, a, b, c

discriminant = b**2 - 4*a*c

if ( discriminant>0 ) then

x1 = ( -b + sqrt(discriminant)) / (2 * a)
x2 = ( -b - sqrt(discriminant)) / (2 * a)
print *, "Real roots:"
print *, x1, x2

! Comparison of floating point numbers for equality is often not recommended.


! Here, it serves the purpose of illustrating the "else if" construct.
else if ( discriminant==0 ) then

x1 = - b / (2 * a)
print *, "Real root:"
print *, x1
else

print *, "No real roots."


end if
end program quadratic

EXPRESSION
An expression is a combination of one or more operands, zero or more operators, and zero
or more pairs of parentheses. A character expression evaluates to a single value of type
character. A logical or relational expression evaluates to a single logical value.

An expression in a programming language is a combination of one or more constants,


variables, operators, and functions that the programming language interprets (according to
its particular rules of precedence and of association) and computes to produce ("to return",
in a stateful environment) another value.

An expression is a combination of one or more operands, zero or more operators, and zero
or more pairs of parentheses.

TYPES OF EXPRESSION IN FORTRAN PROGRAMMING


There are three kinds of expressions:
 An arithmetic expression evaluates to a single arithmetic value.
 A character expression evaluates to a single value of type character.
 A logical or relational expression evaluates to a single logical value.

OPERATOR
The operators indicate what action or operation to perform. An operator is a symbol that
tells the compiler to perform specific mathematical or logical manipulations.

TYPES OF OPERATORS
Fortran provides the following types of operators −
 Arithmetic Operators
 Relational Operators
 Logical Operators
ARITHMETIC OPERATORS
Following table shows all the arithmetic operators supported by Fortran. Assume variable A
holds 5 and variable B holds 3 then −

EXAMPLES
Operato Description Example
r

+ Addition Operator, adds two operands. A + B will give 8

- Subtraction Operator, subtracts second operand from


A - B will give 2
the first.

* Multiplication Operator, multiplies both operands. A * B will give 15

/ Division Operator, divides numerator by de-numerator. A / B will give 1

** Exponentiation Operator, raises one operand to the A ** B will give 125


power of the other.
RELATIONAL OPERATORS
Following table shows all the relational operators supported by Fortran. Assume variable A
holds 10 and variable B holds 20, then −

EXAMPLES
Operato Equivalent Description Example
r

== .eq. Checks if the values of two operands are equal or (A == B)


not, if yes then condition becomes true. is not
true.

/= .ne. Checks if the values of two operands are equal or


(A != B)
not, if values are not equal then condition becomes
is true.
true.

> .gt. Checks if the value of left operand is greater than (A > B)
the value of right operand, if yes then condition is not
becomes true. true.

< .lt. Checks if the value of left operand is less than the
(A < B)
value of right operand, if yes then condition
is true.
becomes true.

>= .ge. Checks if the value of left operand is greater than (A >= B)
or equal to the value of right operand, if yes then is not
condition becomes true. true.

<= .le. Checks if the value of left operand is less than or


(A <= B)
equal to the value of right operand, if yes then
is true.
condition becomes true.

LOGICAL OPERATORS
Logical operators in Fortran work only on logical values .true. and .false.
The following table shows all the logical operators supported by Fortran. Assume variable A
holds .true. and variable B holds .false. , then −

EXAMPLES
Operato Description Example
r

.and. Called Logical AND operator. If both the operands are


(A .and. B) is false.
non-zero, then condition becomes true.

.or. Called Logical OR Operator. If any of the two operands


(A .or. B) is true.
is non-zero, then condition becomes true.

.not. Called Logical NOT Operator. Use to reverses the


logical state of its operand. If a condition is true then !(A .and. B) is true.
Logical NOT operator will make false.

.eqv. Called Logical EQUIVALENT Operator. Used to check (A .eqv. B) is false.


equivalence of two logical values.
.neqv. Called Logical NON-EQUIVALENT Operator. Used to (A .neqv. B) is true.
check non-equivalence of two logical values.

OPERATORS PRECEDENCE IN FORTRAN


Operator precedence determines the grouping of terms in an expression. This affects how
an expression is evaluated. Certain operators have higher precedence than others; for
example, the multiplication operator has higher precedence than the addition operator.

OPERAND
The operands indicate what items to apply the action to. An operand can be any of the
following kinds of data items:
 Constant
 Variable
 Array element
 Function
 Substring
 Structured record field (if it evaluates to a scalar data item)
 An expression

DIFFERENCE BETWEEN EXPRESSION AND STATEMENT


A statement is a complete line of code that performs some action, while an expression is
any section of the code that evaluates to a value. Every expression can be used as
a statement (whose effect is to evaluate the expression and ignore the resulting value), but
most statements cannot be used as expressions.

INTRINSIC DATA TYPE


The kind of an intrinsic type determines the set of valid values for that type and kind. For
example, there is more than one integer data type: the default type and shorter
integer types. The shorter integer types have values that are a subset of the default
integer values
INTRINSIC DATA TYPE IN FORTAN
Fortran has five intrinsic data types: integer, real, complex, logical, and character. Each of
those types can be additionally characterized by a kind which defines internal representation
of the type. For the three numeric types, it defines the precision and range, and for the
other two, the specifics of storage representation.
1) Integer
2) Real
3) Complex
4) Logical
5) Character
IDENTIFIER
An identifier is a name used to identify a variable, procedure, or any other user-defined
item. A name in Fortran must follow the following rules − It cannot be longer than 31
characters. It must be composed of alphanumeric characters (all the letters of the alphabet,
and the digits 0 to 9) and underscores (_).

Identifiers are tokens (also called symbols) which name language entities. Some of
the kinds of entities an identifier might denote include variables, types, labels, subroutines,
and packages.
RULES FOR FORMING FORTRAN IDENTIFIER
A Fortran identifier must satisfy the following rules:
 It has no more than 31 characters
 The first character must be a letter,
 The remaining characters, if any, may be letters, digits, or underscores,
 Fortran identifiers are case insensitive.
FORTRAN PROGRAM TO COMPUTE THE MEAN/AVERAGE OF UP TO 100 NUMBERS
Following is a program called "mean" that computes the mean, or average, of a list
containing up to 100 numbers. The main program prompts for the list of numbers, and then
references a function subprogram named "avg" that computes the average.

program mean
real numbers(100), avg
integer m
print *, "How many numbers are on your list?"
print *, "(no more than 100, please)"
read *, m
do i =1, m
print *, "Enter your next number:"
read *, numbers(i)
end do
print *, "The average is", avg(m,numbers)
end
 
function avg(n,list)
real avg, list(100), sum
integer n
sum = 0
do i = 1, n
sum = sum + list(i)
end do
avg = sum/n
end

Note that both the main program and the subprogram declare the type of the function
"avg". The main program calls the function subprogram with the arguments "m" and
"numbers", and these are substituted into the function subprogram for the variables "n" and
"list". The main program specifies the dimension of the array "numbers", while the
subprogram specifies the dimension of the array "list". The subprogram does its calculations
and returns the value of "avg" to the main program. For this procedure to work, the types
of the variables "m" and "n" must agree, as well as the types of "numbers" and "list".

DIFFERENTIATE BETWEEN REAL CONSTANTS AND INTEGER CONSTANTS


A basic real constant consists of an optional plus or minus sign, followed by an integer part,
followed by a decimal point, followed by a fractional part. The integer part and the fractional
part are each strings of digits, and you can omit either of these parts, but not both.

DIFFERENTIATE BETWEEN VARIABLE AND CONSTANT


The main difference between constant and variable in programming is that a constant is
similar to a variable, but it cannot be modified by the program once it is defined while
a variable is a memory location that holds data. A constant refers to a fixed value, and it
cannot be changed after defining

CONTROL STRUCTURES
Control structures alter the normal sequential flow of a statement execution. IF
statements allow a program to follow different paths depending on predefined criteria

The flow of a program is from the top down, and so far, our computations can only be done
once, and cannot follow different logic branches unless we introduce some Control
Structures. These control the flow of the program. For example, we've already looked
at branching by using the IF and GO TO structures; the DO structure lets a section of code
be repeated, or looped.

 Control structures
 Selection
 One-way
 Two-way
 Multi-way
 Iteration
 Counter-controlled
 Logically-controlled
 Gotos
 Guarded statements

GLOSSARY
C++ LANGUAGE
The C++ language has an object oriented structure which is used in large projects.
Programmers can collaborate one program into different parts or even one individual work
on each part of the program. The structure of object oriented also permit code to be reused
many times. This language is an efficient language. But, many programmers will disagree

C LANGUAGE
The C language is a  basic programming language and it is a very popular language,
particularly used in game programming, Because C language includes the additional packing
of the C++, Every programmer uses this language because it makes programs faster .
However the value of this language gives the reusability of C++ to get the slight increase in
performance with C language.

PASCAL LANGUAGE
Pascal language is mostly a teaching language and few industries uses this language to
write the programs. This language tends to use keywords instead of symbols and braces in
C language. So this language is very easy for beginners to understand than a programming
language like C, C++. Borland is a compiler software company, which is using Delphi
programming language for industrial strength. Delphi is an object oriented language of
Pascal, and presently  Borland compilers only use it.

FORTRAN LANGUAGE
Fortran language is a number crunching language and still it is used by scientists. This
language allows different sizes of variables up to the memory limit in the machine. This
language is suitable for engineers, who have to calculate values with high precision.
Program in Fortran is inflexible and sometimes it makes difficult to read.

JAVA LANGUAGE
The Java language is a multi platform language that’s particularly helpful in networking. Of
course, mostly this language is used on the web with Java applets. However, this language
is used to design cross platform programs, Since it similar to C++ in structure and syntax.
For C++ programmers, Java language is very easy to learn and it offers some advantages
provided by object oriented  programming. Like reusability and it can be difficult to write
efficient code in Java. But, nowadays the speed of the Java language has increased and 1.5
version offers some good features for easy program making.

PERL LANGUAGE
Perl language is a file management language for UNIX. But it is more popular for its
common gateway interface programming (CGI). It is a term for programs that web servers
can perform to allow additional capabilities of web pages. Pearl language is a method for
searching text and it is used for useful server functions and other databases, and it is very
easy to pick up the fundamentals if you have any experience in any language. As a CGi
language, web hosting services select Perl language over C++ language. Because, the web
hosts can review Perl script files. Since they are text files, when C++ is compiled.

PHP LANGUAGE
The PHP language is used to design web pages and sometimes it is also used as scripting
language. This language is designed to develop a rapid website, and as a result comprises
features which make it easy generate HTTP headers and link to databases. As a scripting
language, it includes a set of components permit the programmer to easily get up to speed.
However, it has more sophisticated object oriented features.
LISP LANGUAGE
LISP language is mostly used in computer science research and it stores all data in lists
such as arrays. The syntax of list is very simple and easy to make for developers to
implement structures

SCHEME LANGUAGE
The scheme language is an alternate of LISP language, and it has a simpler syntax and
features. Any project under the scheme language will result in the re implementation of
most of the  LISP language. But, this is very popular introductory language in the computer
science department of MIT’s. This language easily solves the problems instead of worrying
about syntaxes of programming language

ARRAY IN OTHER PROGRAMMING LANGUAGES


Defining an Array
Language Example

C++ int ages[] = {49, 48, 26, 19, 16};

C# int[] ages = {49, 48, 26, 19, 16};

Java int[] ages = {49, 48, 26, 19, 16};

JavaScript var ages = [49, 48, 26, 19, 16];

Python ages = [49, 48, 26, 19, 16]

var ages:[Int] = [49, 48, 26, 19,


Swift
16]
This is the defining of storage space. The square brackets [] are used here to create the
array with five integer members and the identifier name of ages. The assignment with
braces (that is a block) establishes the initial values assigned to the members of the array.
Note the use of the sequence or comma operator. We could have also done something
similar to:
Language Example Initial Values

C++ int ages[5]; Undefined

C# int[] ages = new int[5]; 0

Java int[] ages = new int[5]; 0

JavaScript var ages = Array(5); Undefined

Python ages = [None] * 5 None

This would have declared the storage space of five integers with the identifier name of ages
but their initial values would have been unknown values or initialized as indicated,
depending on the programming language. We could assign values later in our program by
doing the following (leaving off the semicolons in Python):
ages[0] = 49;
ages[1] = 48;
ages[2] = 26;
ages[3] = 19;
ages[4] = 16;
COMPUTER SCIENCE PROJECT TOPICS AND
MATERIALS
We also develop softwares and web applications for this project topics below:
1. AN IMPROVED IMAGE STEGANOGRAPHY BASED ON LEAST SIGNIFICANT BIT MATCHING REVISITED (LSBMR) USING SOBEL EDGE DETECTION
2. ANIMATRONIC HEAD SYSTEM
3. APARTMENT MANAGEMENT SYSTEM
4. ASSIGNMENT SUBMISSION SYSTEM
5. AUDIO FILE SECURITY USING STEGANOGRAPHY
6. AUTOMATED QUEUE MANAGEMENT SYSTEM
7. AUTOMATION OF THE CHEQUE CLEARING SYSTEM
8. BUS TICKECT RESERVATION SYSTEM
9. CARGO MANAGEMENT SYSTEM
10. CHALLENGES AND SOLUTIONS OF CYBERCRIME IN NIGERIA
11. CINEMA BOOKING SYSTEM
12. CLIMATE EFFECT ON AGRICULTURE PREDICTION USING MACHINE LEARNING TECHNIQUE
13. CLONING & INSTALLATION OF A COMPUTER SYSTEM
14. COMPUTER BASED SECURITY AND FORENSIC EXPERT
15. COMPUTER CLOUD SECURITY SYSTEM
16. CRIME TRACKING INFORMATION SYSTEM
17. CURRENCY EXCHANGER SYSTEM
18. CYBERCRIME IN NIGERIA BANKING SECTOR
19. DATAMINING FOR MEDICAL RECORD SYSTEM
20. DESIGN MODEL TO SECURE DATA COMMUNICATION USING SELF DESTRUCTIVE TECHNOLOGY
21. DEVELOPMENT OF A DATA CAPTURING SYSTEM FOR BVN
22. DIGITAL IMAGE CYPTO SYSTEM WITH ADAPTIVE STEGANOGRAPHY
23. DIGITAL SIGNATURE VERIFICATION USING ANN
24. DRUG DISPENSING SYSTEM
25. EFFECTS OF CYBERCRIME IN NIGERIA
26. ELECTRONIC SCOREBOARD SYSTEM FOR BASKETBALL PITCH
27. EMPLOYEE CLOCKING SYSTEM
28. EMPLOYEE RECORD MANAGEMENT SYSTEM
29. ENCRPTION & DECRPTION SYSTEM
30. EVALUATION OF RELATIONAL DATABASE MANAGEMENT SYSTEM
31. EXPER SYSTEM AUTOMOBILE FAULT DETECTION & DIAGNOSIS
32. EXPERT SYSTEM FOR BREST CANCER DIAGNOSIS
33. EXPERT SYSTEM FOR DIAGONISING MALARIA & TYPHOID FEVER
34. FACE DETECTION AND RECOGNITION SYSTEM TO CURB EXAMINATION MALPRACTICE
35. ENCRYPTION SYSTEM (A CASE STUDY OF COVENANT UNIVERSITY)
36. FOREX TRADING APPLICATION
37. IMAGE ENCRYPTION FOR SECURE INTERNET TRANSFER
38. FACE RECOGNITION SYSTEM
39. SPORT BETTING WEBSITE
40. IMAGE ENCRYPTION FOR SECURE INTERNET TRANSFER
41. IMPACT AND REGULATION OF 5G IN TELECOMMUNICATION
42. IMPACTS OF BVN ON BANKS AND NIGERIA ECONOMY
43. INELLIGENT TRAFFIC CONTROL SYSTEM
44. INTELLIGENT QUEUE CORDINATION AND MANAGEMENT SYSTEM
45. INTRUSION DETECTION SYSTEM
46. INTRUSION TOLERANT SYSTEM
47. INVENTORY CONTROL SYSTEM
48. KNOWLEDGE MANAGEMENT SYSTEM
49. MOBILE CHAT SYSTEM
50. MOBILE-BASED STUDENTS ATTENDANCE RECORD SYSTEM
51. MULTI-LEVEL INTRUSION DETECTION SYSTEM & LOG MANAGEMENT IN CLOUD COMPUTING
52. MULTILINGUAL CHAT APPLICATION
53. MULTIMEDIA DATA (IMAGE & AUDIO) ENCRYPTION SYSTEM
54. OFFICE MANAGEMENT SYSTEM
55. ONLINE COMMUNICATION SYSTEM
56. ONLINE BANK VERIFICATION NUMBER SYSTEM
57. ONLINE BARCODE ATTENDANCE SYSTEM
58. ONLINE CASH RECEIPT GENERATING SYSTEM FOR A SUPERMARKET
59. PATIENT MANAGEMENT SYSTEM
60. PERCEPTION OF CYBERCRIME AMONGST NIGERIAN YOUTHS A CASE STUDY OF CARITAS UNIVERSITY
61. PERCEPTION OF CYBERCRIME NIGERIA EXPERIENCE
62. PERSONEL INFORMATION SYSTEM
63. PIGGERY MANAGENT SYSTEM
64. QUERY INTERFACE OF A TRANSACTION PROCESSSING SYSTEM
65. RADIO FREQUENCY IDENTIFICATION STUDENT ATTENDANCE MANAGEMENT SYSTEM
66. RECRUITMENT MANAGEMENT SYSTEM
67. RESULT & TRANSCRIPT GENERATION SYSTEM
68. SALES AND INENTORY MANAGEMENT SYSTEM 
69. INTERVAL TYPE-2 FUZZY LOGIC MODEL FOR CONNECTION ADMISSION CONTROL IN 4G NETWORKS
70. SECURITY EXPERTS THAT NETWORK INTRUSION DETECTION SYSTEMS (NIDS)
71. SCHOOL FEES PAYMENT SYSTEM
72. SECURITY & MONITORING SYSTEM FOR FORENSIC EXPERTS
73. SECURITY EVALUATION OF RELATIONAL DATABASE MANAGEMENT SYSTEM
74. SIMULATION OF A QUEUING SYSTEM
75. SOLVING STUDENT PROJECT ALLOCATION USING MATCHING TECHNIQUE
76. SPEECH RECOGNITION SYSTEM USING GENETIC ALGORITHM
77. STUDENTS SOCIAL NETWORKING SITE
78. TEXT-TO-SPEECH SYSTEM FOR VISION IMPAIRED STUDENTS
79. WATERMARKING RELATIONAL DATABASE MANAGEMENT SYSTEM
80. WEB – BASED ACADEMIC INFORMATION SYSTEM
81. SPEECH RECOGNITION SYSTEM
ND1 FIRST SEMESTER
S/N Course Code Course Title Course Type Course Unit SCORE GRADE Semester
1 MTH 112 LOGIC & LINEAR ALGEBRA Compulsory 2 1
2 COM 112 INTRODUCTION TO DIGITAL ELECTRONICS Compulsory 3 1
3 OTM 112 TECHNICAL ENGLISH 1 Compulsory 2 1
4 LIB 100 LIBRARY USER EDUCATION Compulsory 1 1
5 GNS 127 CITIZENSHIP EDUCATION 1 Compulsory 2 1
6 STA 111 DESCRIPTIVE STATISTICS compulsory 2 1
7 CCE 100 COMPULSORY COMPUTER EDUCAATION Compulsory 0 1
8 COM113 INTRODUCTION TO COMPUTER PROGRAMMING Compulsory 3
9 COM 101 INTRODUCTION TO COMPUTING Compulsory 3

ND1 SECOND SEMESTER


S/N Course Code Course Title Course Type Course Unit SCORE GRADE Semester
1 STA 112 ELEMENTARY PROBABILITY THEORY Compulsory 2 2
2 MTH 112 FUNCTION AND GEOMETRY Compulsory 2 2
3 OTM 217 TECHNICAL ENGLISH II Compulsory 2 2
4 GNS 128 CITIZENSHIP EDUCATION II Compulsory 2 2
5 COM 123 COMPUTER PACKAGE I Compulsory 3 2
6 COM 122 INTRODUCTION TO INTERNET Compulsory 3 2
8 CCE 100 COMPULSORY COMPUTER EDUCAATION Compulsory 0
9 COM 121 SCIENTIFIC PROGRAMMING LANG OOJAVA Compulsory 4

ND2 FIRST SEMESTER


S/N Course Code Course Title Course Type Course Unit SCORE GRADE Semester
1 CCE 200 COMPULSORY COMPUTER EDUCAATION Compulsory O
2 COM 124 DATASTRUCTURE & ALGORITHMS Compulsory 4 3
3 COM 126 PC. UPGRADE & MAINTAINANCE Compulsory 4 3
4 MTH 211 CALCULUS Compulsory 1 3
5 STA 226 SMALL BUSINESS START-UP Compulsory 2 3
6 COM 215 COMPUTER PACKAGE II Compulsory 4 3
7 COM 125 INTRO TO SYSTEM ANALYSIS AND DESIGN Compulsory 3 3
8 EED 126 INTRO TO ENTREPRENEURSHIP Compulsory 2

ND2 SECOND SEMESTER


S/N Course Code Course Title Course Type Course Unit SCORE GRADE Semester
1 COM 212 INTRODUCTION TO SYSTEM PROGRAMMING Compulsory 3
2 COM 213 COMMERCIAL PROGRAMMING USING OOCOBOL Compulsory 4 4
3 COM 211 COMPUTER PROGRAMMING USING OOBASIC Compulsory 4 4
4 EED 126 PRACTISE OF ENTREPRENEURSHIP Compulsory 2 4
5 COM214 FILE ORGANIZATION & MANAGEMENT Compulsory 3 4

ND3 FIRST SEMESTER


S/N Course Code Course Title Course Type Course Unit SCORE GRADE Semester
1 COM 216 COMPUTER SYSTEM TROUBLESHOOTING Compulsory 4 5
2 COM 221 COMPUTER PROGRAMMING OOFORTRAN Compulsory 4 5
3 COM 222 SEMINAR ON COMPUTER & SOCIETY Compulsory 2 5
4 COM 223 BASIC HARDWARE MAINTENANCE Compulsory 4 5
ND3 SECOND SEMESTER
S/N Course Code Course Title Course Type Course Unit SCORE GRADE Semester
1 COM 224 MANAGEMENT INFORMATION SYSTEM Compulsory 3 6
2 COM 225 WEB TECHNOLOGY Compulsory 2 6
3 COM 226 COMPUTER SYSTEM TROUBLESHOOTING II Compulsory 4 6
4 COM 227 BASIC LOGIC DESIGN Compulsory 2 6
5 COM 229 PROJECT Compulsory 2

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QUARTER FINAL AWARDS/PRIZE


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LASPOTECH CUP
SCOUTING PROCESS (TALENT HUNT)
MEN/WOMEN CATEGORY (ND/HND/FT/PT/EVE/REG/DAY/IKORODU/ISOLO/SURULERE)

GROUP A
S/N TEAMS MATCH DATE KICK-OFF SCORE
1 ACCOUNTANCY VS AGRIC DAY 1 06/11/21 10:00AM – 10:20AM
2 ART VS BANKING DAY 1 06/11/21 10:30AM – 10:50AM
17 ACCOUNTANCY VS BANKING DAY 2 07/11/21 10:00AM – 10:20AM
18 ART VS AGRIC DAY 2 07/11/21 10:30AM – 10:50AM
33 ACCOUNTANCY VS ART DAY 3 13/11/21 10:00AM – 10:20AM
34 AGRIC VS BANKING DAY 3 13/11/21 10:30AM – 10:50AM

GROUP B
S/N TEAMS MATCH DATE KICK-OFF SCORE
3 BUILDING VS ADMIN DAY 1 06/11/21 11:00AM –11:20AM
4 CHEMICAL VS CIVIL DAY 1 06/11/21 11:30AM –11:50AM
19 BUILDING VS CIVIL DAY 2 07/11/21 10:00AM –10:20AM
20 CHEMICAL VS ADMIN DAY 2 07/11/21 10:30AM –10:50AM
35 BUILDING VS CHEMICAL DAY 3 13/11/21 10:00AM –10:20AM
36 ADMIN VS CIVIL DAY 3 13/11/21 10:30AM –10:50AM

GROUP C
S/N TEAMS MATCH DATE KICK-OFF SCORE
5 COM ENG VS COM SCI DAY 1 06/11/21 12:00PM – 12:20PM
6 ELECT/ELECT VS ESTATE DAY 1 06/11/21 12:30PM – 12:50PM
21 COM ENG VS ESTATE DAY 2 07/11/21 10:00AM – 10:20AM
22 ELECT/ELECT VS COM SCI DAY 2 07/11/21 10:30AM – 10:50AM
37 COM ENG VS ELECT/ELECT DAY 3 13/11/21 10:00AM – 10:20AM
38 COM SCI VS ESTATE DAY 3 13/11/21 10:30AM – 10:50AM

GROUP D
S/N TEAMS MATCH DATE KICK-OFF SCORE
7 FISHERIES VS FOOD DAY 1 06/11/21 01:00PM – 01:20PM
8 HORTICULTURE VS HOSPITALITY DAY 1 06/11/21 01:30PM – 01:50PM
23 FISHERIES VS HOSPITALITY DAY 2 07/11/21 10:00AM –10:20AM
24 HORTICULTURE VS FOOD DAY 2 07/11/21 10:30AM –10:50AM
39 FISHERIES VS HORTICULTURE DAY 3 13/11/21 10:00AM –10:20AM
40 FOOD VS HOSPITALITY DAY 3 13/11/21 10:30AM –10:50AM

GROUP E
S/N TEAMS MATCH DATE KICK-OFF SCORE
9 INSUARANCE VS TOURISM DAY 1 06/11/21 02:00PM – 02:20PM
10 MARKETTING VS COMMUNICATION DAY 1 06/11/21 02:30PM – 02:50PM
25 INSUARANCE VS COMMUNICATION DAY 2 07/11/21 10:00AM – 10:20AM
26 MARKETTING VS TOURISM DAY 2 07/11/21 10:30AM – 10:50AM
41 INSUARANCE VS MARKETTING DAY 3 13/11/21 10:00AM – 10:20AM
42 TOURISM VS COMMUNICATION DAY 3 13/11/21 10:30AM – 10:50AM

GROUP F
S/N TEAMS MATCH DATE KICK-OFF SCORE
11 MECHANICAL VS MECHATRONICS DAY 1 06/11/21 03:00PM – 03:20PM
12 OFFICE VS SURVEY DAY 1 06/11/21 03:30PM – 03:50PM
27 MECHANICAL VS SURVEY DAY 2 07/11/21 10:00AM –10:20AM
28 OFFICE VS MECHATRONICS DAY 2 07/11/21 10:30AM –10:50AM
43 MECHANICAL VS OFFICE DAY 3 13/11/21 10:00AM –10:20AM
44 MECHATRONICS VS SURVEY DAY 3 13/11/21 10:30AM –10:50AM

GROUP G
S/N TEAMS MATCH DATE KICK-OFF SCORE
13 LABORATORY VS STATISTICS DAY 1 06/11/21 04:00PM –04:20PM
14 URBAN VS ENGLISH DAY 1 06/11/21 04:30PM –04:50PM
29 LABORATORY VS ENGLISH DAY 2 07/11/21 10:00AM –10:20AM
30 URBAN VS STATISTICS DAY 2 07/11/21 10:30AM –10:50AM
45 LABORATORY VS URBAN DAY 3 13/11/21 10:00AM –10:20AM
46 STATISTICS VS ENGLISH DAY 3 13/11/21 10:30AM –10:50AM

GROUP H
S/N TEAMS MATCH DATE KICK-OFF SCORE
15 ENVIRONMENTAL VS MATHEMATICS DAY 1 06/11/21 05:00PM – 05:20PM
16 BIOCHEM VS MICROBIOLOGY DAY 1 06/11/21 05:30PM – 05:50PM
31 ENVIRONMENT VS MICROBIOLOGY DAY 2 07/11/21 10:00AM – 10:20AM
32 BIOCHEM VS MATHEMATICS DAY 2 07/11/21 10:30AM – 10:50AM
47 ENVIRONMENT VS BIOCHEM DAY 3 13/11/21 10:00AM – 10:20AM
48 MATHEMATICS VS MICROBIOLOGY DAY 3 13/11/21 10:30AM – 10:50AM

LASPOTECH CUP
SCOUTING PROCESS (TALENT HUNT)
MEN/WOMEN CATEGORY (ND/HND/FT/PT/EVE/REG/DAY/IKORODU/ISOLO/SURULERE)

ROUND OF SIXTEEN (16)


S/N TEAMS MATCH DATE KICK-OFF SCORES
49 WINNER OF GROUP A VS RUNNER-UP OF GROUP B (SET 1) DAY 4 14/11/21 10:00AM – 10:20AM
50 WINNER OF GROUP B VS RUNNER-UP OF GROUP A (SET 2) DAY 4 14/11/21 11:00AM – 11:20AM
51 WINNER OF GROUP C VS RUNNER-UP OF GROUP D (SET 3) DAY 4 14/11/21 12:00PM – 12:20PM
52 WINNER OF GROUP D VS RUNNER-UP OF GROUP C (SET 4) DAY 4 14/11/21 01:00PM – 01:20PM
53 WINNER OF GROUP E VS RUNNER-UP OF GROUP F (SET 5) DAY 4 14/11/21 02:00PM – 02:20PM
54 WINNER OF GROUP F VS RUNNER-UP OF GROUP E (SET 6) DAY 4 14/11/21 03:00PM – 03:20PM
55 WINNER OF GROUP G VS RUNNER-UP OF GROUP H (SET 7) DAY 4 14/11/21 04:00PM – 04:20PM
56 WINNER OF GROUP H VS RUNNER-UP OF GROUP G (SET 8) DAY 4 14/11/21 05:00PM – 05:20PM

QUARTER FINAL
S/N TEAMS MATCH DATE KICK-OFF SCORES
57 WINNER OF SET 1 VS WINNER OF SET 2 (SET A) DAY 5 20/11/21 10:00AM – 10:20AM
58 WINNER OF SET 3 VS WINNER OF SET 4 (SET B) DAY 5 20/11/21 11:00AM – 11:20AM
59 WINNER OF SET 5 VS WINNER OF SET 6 (SET C) DAY 5 20/11/21 12:00PM – 12:20PM
60 WINNER OF SET 7 VS WINNER OF SET 8 (SET D) DAY 5 20/11/21 01:00PM – 01:20PM

SEMI FINAL
S/N TEAMS MATCH DATE KICK-OFF SCORES
61 WINNER OF SET A VS WINNER OF SET B (£) DAY 6 21/11/21 10:00AM – 11:45AM
62 WINNER OF SET C VS WINNER OF SET D ($) DAY 6 21/11/21 1:00PM – 02:45PM

FINAL
S/N TEAMS MATCH DATE KICK-OFF SCORES
63 WINNER £ VS WINNER $ DAY 7 27/11/21 12:00PM – 01:45PM

CHAMPIONSHIP ROUND (GROUP A)


S/N TEAMS MATCH DATE KICK-OFF SCORES
64 WINNER (ND1) VS WINNER (ND2) LEVEL 1 DAY 8 28/11/21 10:00AM – 11:45AM

CHAMPIONSHIP ROUND (GROUP B)


S/N TEAMS MATCH DATE KICK-OFF SCORES
65 WINNER (HND1) VS WINNER (HND2) LEVEL 2 DAY 8 28/11/21 01:00PM – 02:45PM

CHAMPIONSHIP FINAL
S/N TEAMS MATCH DATE KICK-OFF SCORES PRIZE (N100,000)
66 WINNER (LEVEL 1) VS WINNER (LEVEL 2) DAY 9 27/11/21 04:00PM – 05:45PM LASPOTECH FC (BEST 11)

SELECTECTED FRIENDLY MATCHES (TOUR)


S/N TEAMS
67 LASPOTECH FC (DREAM TEAM) VS YABATECH FC
68 LASU FC
69 UNILAG FC
70 IKORODU UNITED FC
71 REMO STARS FOOTBALL CLUB (RSFC)
72 STATIONARY STORES
73 GATEWAY UNITED
74 MFM FC
75 SHOOTING STARS
76 ENYIMBA

NOTE
1) ND1 COMMENCE FROM 7TH TO 29TH OF AUGUST (YEARLY)
2 ND2 COMMENCE FROM 4TH TO 26TH OF SEPTEMBER (YEARLY)
3) HND1 COMMENCE FROM 2ND OF OCTOBER TO 31ST OF OCTOBER (YEARLY)
4) HND2 COMMENCE FROM 6TH TO 27TH OF NOVEMBER (YEARLY)
5) CHAMPIONSHIP ROUNDS IS ON 28TH OF NOVEMBER (YEARLY)
6) FORM IS FREE (ONLINE)
7) TEAM MUST ARRIVE AT VENUE 1 HOUR BEFORE KICKOFF, FAILURE TO ARRIVE AT SCHEDULED TIME EARN OPPOSING TEAM (1-0), HENCE WALKOVER
8) NO EXTRA TIME, EXCEPT THE FINAL, ITS PENALTY SHOOT-OUT IF DRAW AT FULLTIME
9) UNFAVORABLE WEATHER CONDITIONS LIKE RAINFALL, SUNNY, TEMPERATURE (HOT/COLD), ETC. MUST NOT DEFER THE SCHEDULED PLAY TIME AS
IT IS ABROAD, THIS IS PART OF THE DISCIPLINE, TRAINING WE AIM TO INCULCATE, INSTIL, INFUSE DURING THE SCOUTING PROCESS
10) FOR MORE ENQUIRIES (DETAILS), CONTACT THE ORGANIZER, PROPOSED SCHOOL COACH AT SHOP F29 ACTIVITY CENTER (08181813602)
10) EACH PARTICIPATING TEAM (DEPARTMENT) GETS N10, 000 EACH IRRESPECTIVE OF THEIR TIME OF EXIT IN THE COMPLETION, PROVIDED THEY
ADHERE TO ALL RULES AND REGULATIONS

LASPOTECH FOOTBALL CLUB


I) CLUB NAME II) CLUB CREST/COLOURS III) APPOINTING CLUB OFFICIALS
IV) FA AFFILIATION & LEAGUE REGISTRATION V) CLUB CONSTITUTION VI) PLAYERS REGISTRATION
VII) SOCIAL MEDIA (MARKETING)

DEPARTMENTS
MASS COMMUNICATION
PARTICIPATING TEAMS ARE ADVISED TO SUBMIT LIST IN THIS FORMAT
S/N PLAYERS NAMES POSITION REMARK WHATAPP
1. ADE DAYO TUNDE 1 (12/07/87) GOAL KEEPER 08031234576
2. TAYE RAJI TOPE 2 (26/02/95) RIGHT FULLBACK 09051234575
3. STANLEY NDIDI UCHE 3 (13/17/92) LEFT FULLBACK 08121234576
4. OLA DEJI TUNDE 5 (18/00/90) CENTER BACK 07021234574
5. JAMES DANIEL STEVEN 6 (16/06/91) CENTER BACK 09121234579
6. DAYO BANKOLE DAPO 10 (03/06/93) CENTAL MIDFIELDER 07051234576
7. YAKUBU SANI SANJAY 4 (14/05/90) RIGHT MIDFIELDER 09021234577
8. KALU CHRIST CEASAR 15 (01/02/91) LEFT MIDFIELDER 09021234571
9. MOSES ABRAHAM DAVID 9 (10/07/90) CENTER FORWARD 08021234578
10. GATE BILL JACK 7 (04/01/88) RIGHT WINGER 09071234577
11. MICHEAL JOHN RAYMOND 11 (12/08/95) LEFT WINGER 07041234576
12. ABIMBOLA REMILEKUN AJAYI 23 (11/07/91) DEFENDER (SUB1) 08021234579
13. GBENGA DAYO SEGUN 20 (12/05/93) MIDFIELDER (SUB2) 09021234573
14. FELA FEMI SEYI 17 (13/07/89) ATTACKER (SUB3) 07021238776
15. DELE DEJO BUNMI 25 (17/04/94) ANY POSITION (SUB4) 08021234574
16. FEDRICK STONE FISH 21 (07/03/91) GOAL KEEPER 2 07021234576
17. TEDDY CAMPBELL HENRY PHYSICIAN 08021234576
18. YOMI YEMI ADE TEAM COACH 09021234576
19. ABRAHAM TOM DICKSON TEAM PRESIDENT 07021234579
20. DONALD BIDEN OBAMA ASSISTANT COACH 08021234576

LASPOTECH FOOTBALL ACADEMY

MISS LASPOTECH 2022


CORONATION OF OUR BEAUTY QUEEN
A PROCEEDINGS/SEQUENCE
1) THEME, EMPOWERING WOMEN, CORONATION NIGHT, MISS LASPOTECH 2022, DISPLAY OF BEAUTIFUL PLACES IN SCHOOL, DISPLAYING THE 32
CONTESTANTS WITH THEIR NAMES, AGES AS WELL AS DEPARTMENT EACH IS REPRESENTING, LASTLY ACKNOWLEDGING SPONSORS

2) CONTESTANTS ARRIVING AT THE VENUE SEPARATELY IN EXOTIC CARS, AS THEY WALK ON RED CARPET TO PREPARE FOR THE OPENING
CHOREOGRAPHY DANCE WHILE THE MEDIA ATTEMPT TO INTERVIEW THEM

3) THE HOST (MC) GIVE THE OPENING SPEECH, THEN CALL ON ALL CONTESTANTS ONE AT A TIME TO INTRODUCE THEMSELVES AND GIVE THEIR
SOCIAL IMPACT PITCH, A PRESENTATION COMMUNICATING INNOVATIVE IDEAS ON HOW THEIR SOCIAL ENTERPRISE PROGRAMME WILL IMPACT
MEANINGFULLY ON HEALTH AND WELL-BEING OF PEOPLE IN THEIR LOCALITY (2 MINUTES EACH), MC TAKES A SHORT BREAK, DURING THIS BREAK, THE
JUDGES WILL WATCH THEIR SOCIAL IMPACT PITCH VIDEO WE PREPARED, EACH CONTESTANTS WILL BE GIVEN AN OPPORTUNITY TO RECORD SUCH
VIDEO CONTENT BEFORE THE EVENT DAY

4) THE HOST (MC) MOVE ON TO THE NEXT SEGMENT (TALENT EXHIBITION) THEN CALL ON ALL CONTESTANTS ONE AT A TIME
TO EXHIBIT THEIR TALENT (1 MINUTE EACH), MC TAKES A SHORT BREAK, DURING THIS BREAK, THE JUDGES WILL WATCH THEIR TALENT EXHIBITION
VIDEO, EACH CONTESTANTS WILL BE GIVEN AN OPPORTUNITY TO RECORD SUCH VIDEO CONTENT BEFORE THE EVENT

5) THE HOST (MC) MOVE ON TO THE NEXT SEGMENT (FITNESS TEST), THEN URGES THE JUDGES TO WATCH THE VIDEO OF ALL OUR CONTESTANTS
COMPETING IN ATHLETIC (RUNNING)

6) THE HOST (MC) MOVE ON TO THE NEXT SEGMENT (VOTE/POLL) THEN URGES THE JUDGES TO WATCH THE CHART OF HOW FRIENDS SUPPORTED BY
VOTING, THE RESULTS WILL BE PRESENTED IN A BAR CHART

7) THE HOST (MC) MOVE ON TO THE NEXT SEGMENT (PHOTO SHOOT), THEN URGES THE JUDGES TO WATCH THE PICTURES CAREFULLY, AS IT WILL BE
DISPLAYED ON SLIDES, JUDGES ARE EXPECTED TO SCORE EACH CONTESTANTS IN EACH SEGMENT IMMEDIATELY

8) THE HOST (MC) MOVE ON TO THE NEXT SEGMENT (AWARDS & CHEQUE PRESENTATION), THEN URGES THE JUDGES TO COMPILE THE RESULTS OF
ALL PREVIOUS SEGMENTS SO AS TO KNOW THE CONTESTANTS THAT QUALIFY FOR ROUND OF SIXTEEN (16), THE HOST (MC) CALL OUT THE WINNER OF
EACH SEGMENT ONE AT A TIME, TO TAKE PICTURES AND PRESENT THEM THEIR CHEQUES AS LISTED BELOW

I) TALENT WINNER (N10, 000:00) (MOST TALENTED)


II) SOCIAL IMPACT PITCH WINNER (N10, 000:00) (MOST INSPIRING PRESENTATION WITH FEASIBLE PROJECT)
III) FITNESS TEST WINNER (N10, 000:00) (WINNER OF THE SPRINT ATHLETIC RACE)
IV) COMPOSURE WINNER (N10, 000:00) (WELL ORGANIZED THROUGHOUT THE EVENT AS IT UNFOLD)
V) MAKE UP WINNER (N10, 000:00) (APPEALING MAKE UP, PEDICURE, MANICURE, ETC)
VI) VOCABULARY WINNER (N10, 000:00) (HER CHOICE OF WORDS, COMMUNICATION SKILLS)
VII) INTELLECTUAL STRENGTH WINNER (N10, 000:00) (FAST IN LEARNING AND CLEAR HEADED)
VIII) ELOQUENT WINNER (N10, 000:00) (FLUENT OR PERSUASIVE IN SPEAKING)
IX) CONFIDENCE WINNER (N10, 000:00) (SELF-ASSURANCE, ZERO STAGE FRIGHT, ZERO COLD FEET, ZERO SELF-ESTEEM)
X) DICTION WINNER (N10, 000:00) (ACCENT, INFLECTION, INTONATION, VOCAL QUALITY)
XI) BEAUTY WINNER (N10, 000:00) (FACIAL LOOKS, SMILES, WHITE TEETH, HAIR)
XII) GRAMMATICAL EXPRESSION WINNER (N10, 000:00) (CONTESTANT THAT EXPRESSES HER TAUGHT PERFECTLY)
XIII) VOTES/POLL WINNER (N10, 000:00) (CONTESTANT WITH THE HIGHEST VOTE)
XIV) ARTICULATION WINNER (N10, 000:00) (ABILITY TO SPEAK COHERENTLY)
XV) PHOTO SHOOT WINNER (N10, 000:00) (MOST APPEALING PICTURES)
XVI) CATWALK WINNER (N10, 000:00 (THEIR CATWALK IS OBSERVED EACH TIME THEY ARE CALLED UPON ON STAGE)
XIV) FINAL ONSTAGE INTERVIEW WINNER (N100, 000:00) (GRAND PRIZE, THE DEFINING MOMENT, THE QUESTION THAT WINS THE PRIZE)

9) THE HOST (MC) MOVE ON TO THE NEXT SEGMENT (ROUND OF 16), THEN CALL OUT THE CONTESTANTS THAT MADE IT THROUGH TO ROUND OF 16,
THEIR POINTS WILL BE DISPLAYED ON THE SCREEN

10) THE HOST (MC) MOVE ON TO THE NEXT SEGMENT (QUESTION & ANSWERS), SIXTEEN QUESTIONS WOULD BE TAGGED AND TIMED IN CASE OF A
DRAW, CONTESTANT WOULD BE ASK TO PICK A NUMBER, THE NUMBER SHE PICK DETERMINE THEIR JUDGES (30 SEC EACH)

I) GIVE A COMPELLING REASON WHY YOU SHOULD BE CROWNED MISS LASPOTECH, TELL US WHAT’S SPECIAL ABOUT YOU?
II) IF YOU HAVE THE POWER TO DO ANYTHING YOU WISH TO IMPROVE THE STATUS OF WOMAN IN THE COUNTRY, WHAT WOULD YOU DO?
III) IF YOU ARE ELECTED AS THE FIRST FEMALE PRESIDENT IN NIGERIA, WHAT WOULD BE YOUR TOP MOST PRIORITY?
IV) WHO IS A RUNWAY MODEL?
V) WHAT IS MORE IMPORTANT FOR YOU, TO BE RICH OR TO BE BEAUTIFUL?
VI) IF YOU HAVE A PRIVILEGE OF ADDRESSING ALL THE WORLD LEADERS IN THE WORLD, WHAT TOPIC WOULD YOU TALK ABOUT?
VII) IF YOU GET CROWNED TODAY AS OUR BEAUTY QUEEN, WHAT ARE YOUR PLANS, HOW DO YOU INTEND TO MAKE GOOD USE OF THE PLATFORM?
VIII) IF YOU ARE TO SPEAK TO THE WORLD ABOUT PEACE, WHAT WOULD BE YOUR MESSAGE?
IX) IF YOU ARE TO TRAIN OR SUPERVISE THE NEXT CONTESTANTS OF MISS LASPOTECH, WHAT PAGEANT SECRET WOULD YOU SHARE WITH THEM?
X) WHICH COUNTRY IN AFRICA HOLDS THE RECORD FOR WINNING MISS WORLD COMPETITION THE MOST?
XI) NAME TWO (2) LOCAL BEAUTY PAGEANTS IN NIGERIA?
XII) WHAT DO YOU UNDERSTAND BY SOCIAL IMPACT PITCH?
XIII) WHAT IS THE MOST IMPORTANT QUALITY A BEAUTY QUEEN SHOULD POSSES?
XIV) AGBANI DAREGO WON MOST BEAUTIFUL GIRL IN NIGERIA AND MISS WORLD COMPETITION THE SAME YEAR, WHICH YEAR WAS IT?
XV) CYBERBULLYING IS ONE OF THE GREATEST PROBLEM FACING THE WORLD TODAY, HOW WOULD YOU SOLVE THIS?
XVI) WHAT IS THE ESSENCE OF BEING A WOMAN?
11) THE HOST (MC) MOVE ON TO THE NEXT SEGMENT (QUARTER FINAL), THEN CALL OUT THE CONTESTANTS THAT MADE IT THROUGH TO QUARTER
FINAL BASED ON JUDGES VERDICT, NOTE THE QUESTIONS BEEN ASKED, THEIR RESPONSES AND TIME IT TOOK TO ANSWER WILL BE DISPLAYED ON THE
SCREEN IN REAL-TIME

12) THE HOST (MC) MOVE ON TO THE NEXT SEGMENT (QUESTIONS & ANSWERS), EIGHT QUESTIONS WOULD BE TAGGED AND TIMED IN CASE OF A
DRAW, CONTESTANT WOULD BE ASK TO PICK A NUMBER, THE NUMBER PICKED DETERMINE THEIR QUESTION (30 SEC)

I) NAME THE OLDEST BEAUTY PAGEANT IN HISTORY?


II) WHICH PROFESSION DESERVES THE HIGHEST SALARY AND WHY?
III) WHAT DOES A CHILD NEED TO BECOME A BETTER PERSON?
IV) NAME TWO COUNTRIES IN AFRICA THAT HAS FEMALE AS PRESIDENT?
V) NAME THREE AFRICAN COUNTRIES THAT HAS WON MISS WORLD COMPETITION?
VI) YOUR DEPARTMENT IS AMAZING, WHAT CAN YOUR DEPARTMENT TEACH THE WORLD?
VII) IF YOU COULD CHOOSE ONE FAMOUS FIGURE YOU THINK COULD TAKE THE COUNTRY TO THE NEXT LEVEL, WHO WOULD THAT BE AND WHY?
VIII) EVERY CONTESTANT WANTS TO CHANGE THE WORLD FOR THE BETTER, HOW DO YOU INTEND TO CHANGE THE WORLD FOR THE BETTER?

13) THE HOST (MC) MOVE ON TO THE NEXT SEGMENT (SEMI FINAL), THEN CALL OUT THE CONTESTANTS THAT MADE IT THROUGH TO SEMI FINAL
BASED ON THE JURY, NOTE THE QUESTIONS, THEIR RESPONSE AND TIME WOULD BE DISPLAYED ON THE SCREEN

14) THE HOST (MC) MOVE ON TO THE NEXT SEGMENT (QUESTIONS & ANSWERS), FOUR QUESTIONS WOULD BE TAGGED AND TIMED IN CASE OF A
DRAW, CONTESTANT WOULD BE ASK TO PICK A NUMBER, THE NUMBER PICKED DETERMINES THEIR JUDGES (30 SEC)

I) RECENTLY MANY COUNTRIES ARE SEEN PROTESTING IN THEIR STREETS, SOME LED TO VIOLENCE, IS PROTEST A POSITIVE WAY TO CREATE CHANGE?
II) GOVERNMENT SURVEILLANCE IS USED TO KEEP MANY NATIONS AND THEIR PEOPLE SAVE, BUT SOME BELIEF THIS INVADES OUR RIGHT TO PRIVACY,
WHAT IS MORE IMPORTANT TO YOU, PRIVACY OR SECURITY?
III) SOCIAL MEDIA HAS EMPOWERED PEOPLE TO EXPRESS THEIR BELIEFS, BUT SOMETIMES THOSE BELIEFS ARE INTOLERANT AND DANGEROUS, SHOULD
SOCIAL MEDIA PLATFORMS RESPECT FREE SPEECH OR REGULATE WHAT PEOPLE POST?
IV) ARE OUR LEADERS OF TODAY DOING ENOUGH TO PROTECT FUTURE GENERATIONS FROM CLIMATE CHANGE, IF NOT WHAT MORE SHOULD THEY BE
DOING?

15) THE HOST (MC) MOVE ON TO THE NEXT SEGMENT (FINAL), HE CALL OUT THE CONTESTANTS THAT MADE IT THROUGH TO FINAL BASED ON THE
JURY’S VERDICT, NOTE QUESTION ASKED, ANSWER GIVEN AND TIME WOULD BE DISPLAYED ON THE SCREEN IN REAL-TIME

16) THE HOST (MC) MOVE ON TO THE NEXT SEGMENT (QUESTIONS & ANSWERS), TWO SAME QUESTIONS WOULD BE ASKED AND SOUND PROOF HEAD
PHONE WOULD BE USED (FIRST QUESTION: WHO WOULD YOU CONSIDER TO BE THE MOST SUCCESSFUL WOMAN IN NIGERIA TODAY AND WHY?)
(SECOND QUESTION: XXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXX)

17) THE HOST MOVE ON TO THE NEXT SEGMENT (CROWNING MOMENT), THE WINNER IS ANNOUNCED AND ASKED TO SIT ON A GOLDEN CHAIR TO BE
CROWNED, USHER PRESENT HER FLOWERS

18) THE COMPETITION END WITH ALL THE CONTESTANTS BACK ON STAGE HOLDING THEIR HANDS AND SINGING A VERY MEANINGFUL SONG WITH
GOOD MESSAGE

B) IMPORTANT POINTS TO NOTE


I) MUST BE READY TO BE READY TO HANDLE RESPONSIBILITIES OF A TITLE HOLDER (REPRESENTATIVE OF THE SCHOOL PAGEANT SYSTEM)
II) READY TO HOLD INTERVIEWS ON RADIO, TELEVISION AND NEWSPAPER
III) YOU ARE WATCHED ON AND OFF STAGE, EACH SEGMENT ENABLE THE JUDGE EVALUATE DIFFERENT AREAS OF YOUR PERSONALITY
IV) BULK OF YOUR SCORE COMES FROM INTERVIEW AND JUDGES FIRST IMPRESSION OF YOU (CLOTH, HAIR, MAKEUP, POSTURE), ALL THESE WOULD
CREATE AN INSTANT SNAPSHOT OF WHO YOU ARE
V) CONTESTANTS MUST DEMONSTRATE GOOD SPORT IF EXIT FROM THE COMPETITION AND MAINTAIN A SMILING FACE ALL THROUGH THE EVENT
(NOT SORE LOSER)
VI) SWIMSUIT SESSION IS REMOVED, EVENING GOWNS OF FIVE DIFFERENT DESIGNS FOR EACH CONTESTANT WOULD BE USED THROUGHOUT THE
EVENT (PRELIMINARY, ROUND OF 16, QUARTER FINAL, SEMI FINAL & FINAL)
VII) CONTESTANTS WOULD BE CALLED UPON ON STAGE IN ALPHABETICAL ORDER (BY DEPARTMENTS)
VIII) THE EVENT IS STRICTLY BY INVITATION
IX) A PERSON’S THROUGH CHARACTER COMES OUT WHEN THEY ARE EXPOSED TO PRESSURE, IF YOU FEEL GRILLED AT ANY POINT IN THE INTERVIEW,
TAKE IT AS COMPLIMENT
X) BROUGHT TO YOU BY DIGITAL PAGEANT ENTERTAINMENT
XI) VISIT SHOP F29 IN ACTIVITY CENTER IF YOU CAN PROVIDE ANY OF THE UNDER LISTED SERVICES/SKILLS
1) CHOREOGRAPHER (COMPOSE THE SEQUENCE OF STEPS AND MOVES FOR THE DANCE PERFORMANCE)
2) MAKE-UP (PROFESSIONAL IN COSMETICS, LIPSTICK, MASCARA, FOUNDATION, AND SO ON)
3) PHOTOGRAPHER (PROFESSIONAL PHOTOGRAPHER TO TAKES PHOTOGRAPHS)
4) VIDEO EDITOR (EDITING AND MANIPULATING VIDEO FILES)
5) DATA WRANGLER (TAKES THE PIECES, WRANGLE THEM TO MAKE CONTENTS, EXTRACT RAW DATA AND CREATE CLEAR ACTIONABLE INFORMATION)
6) CAMERAMAN (VIDEO CAMERA OPERATOR)
7) STEADICAM OPERATORS (TECHNICAL SET UP, BALANCING THE CAMERA)
8) SOUND ENGINEER (MIX, REPRODUCE, MANIPULATE EQUALIZATION AND SOUND EFFECTS)
9) GRAPHIC OPERATOR (OPERATING THE ONSCREEN GRAPHICS, TV SCREEN INSERTING ANCHOR NAMES, SCORES, FACTS, OR SUBJECT LINES)
10) COSTUME DESIGNER (HELPS CONTESTANTS FEEL EMOTIONALLY CONNECTED TO VARIOUS STAGES IN THE COMPETITION, CREATE AND
RECOMMENDS COSTUMES FOR CONTESTANTS BY RESEARCHING, SKETCHING OR DRAWING MOOD BOARDS OF CHARACTERS AND CLOTHES TO
COMMUNICATE THE STYLE THAT FIT EVERY STAGE IN THE COMPETITION
11) LIGHTING DIRECTOR (MANAGE ALL ASPECTS OF LIGHTING, HE WORKS WITH THE ARTISTIC AND PRODUCTION STAFF TO SUPPORT THE
DIRECTOR'S PLANS FOR THE PRODUCTION)
12) EFFECT MANAGER (ILLUSIONS OR VISUAL TRICKS OR SIMULATION OF IMAGINARY)
13) LIGHTING GAFFER (RESPONSIBLE FOR THE EXECUTION OF THE LIGHTING PLAN FOR THE PROJECT, EXECUTE THE LIGHTING PLAN FOR THE EVENT)
14) FASHION DESIGNER (SKETCH DESIGNS OF CLOTHING AND ACCESSORIES, SELECT COLORS AND FABRICS, AND OVERSEE THE FINAL PRODUCTION OF
THEIR DESIGNS
15) DJ (DISC JOCKEY THAT WILL PLAYS MUSIC AT THE EVENT)
16) DECORATOR (CREATE THEME, SETUP AESTHETIC DECORATION OF THE VENUE)
17) GEMOLOGY/JEWELER (MAKES, SELLS, CUT, REPAIRS AND VALUATE JEWELRY, PRECIOUS STONES, GEMSTONES)

C) JUDGES CRITERIA
1) PRELIMINARY SCORING
I) TALENT EXHIBITION - 5%
II) SOCIAL IMPACT PITCH - 5%
III) FITNESS TEST – 5 %

2) CORONATION DAY SCORING


IV) COMPOSURE - 5%
V) MAKE UP - 5%
VI) VOCABULARY- 5%
VII) INTELLECTUAL STRENGTH – 5%
VIII) ELOQUENT – 5%
IX) CONFIDENCE -5%
X) DICTION – 5%
XI) ARTICULATION – 5%
XII) BEAUTY - 15%
XIII) PHOTO SHOOT – 5%
XIV) GRAMMATICAL EXPRESSION – 5%
XV) VOTES/POLL - 5%
XVI) CATWALK – 5%
XVII) FINAL ONSTAGE INTERVIEW - 10%

D) PRIZES
I) WINNER, BEAUTY QUEEN, 1ST PRIZE (N100, 000:00)
II) 1ST RUNNER UP, 2ND PRIZE (N75, 000:00)
III) 2ND RUNNER UP, 3RD PRIZE (N50, 000:00)
IV) 3RD RUNNER UP, 4TH PRIZE (N25, 000:00)

E) MORE QUESTIONS AND ANSWERS


S/N QUESTION ANSWERS
1 WHAT HAS BEEN THE WORLDS GREATEST
INVENTION AND WHY
2 IF YOU COULD CHANGE TWO THINGS IN THE
WORLD TODAY, WHAT WOULD IT BE?
3 IN RECENT TIME THERE HAS BEEN FEW NATURAL
DISASTER AROUND THE WORLD, NAME ONE, STATE
IT EFFECT AND RECOMMEND A SOLUTION?
4 WHAT CAUSED OUTRAGE IN THE WORLD ABOUT
LIBYA, WHAT DO YOU THINK NIGERIAN
GOVERNMENT CAN DO TO HELP IT CITIZENS IN
THAT SITUATION?
5 ASSUMING TONIGHT IS INTERNATIONAL WOMEN’S
DAY AND WE ARE YOUR AUGUST AUDIENCE, GIVE A
SPEECH AS A DEMONSTRATION ON HOW YOU
WOULD ADDRESS US AND WHAT WOULD YOU TALK
ABOUT?
6 THE THEME OF TODAY’S PAGEANT IS EMPOWERING
WOMEN, IF YOU WIN TODAY’S PAGEANT, HOW
WOULD YOU ENSURE THIS IS IMPLEMENTED
7 AS AN INTERNATIONAL AMBASSADOR, DO YOU
THINK SPEAKING ENGLISH SHOULD BE PRE-
REQUISITE, WHY OR WHY NOT?
8 THERE IS A STIGMA ON PAGEANTRY IN NIGERIA,
CONVINCE THEM THEY ARE WRONG?
9 GIVE US EITHER SAUSA DANCE OR FLAMINGO
DANCE?
10 IF YOU ARE THE WINNER OF TODAY’S BEAUTY
PAGEANT, WHAT WOULD BE YOUR SHORT TERM
AND LONG TERM GOAL
11 IF YOU WERE GIVEN A CHANCE TO CHOOSE TO
BECOME BEAUTIFUL BUT NOT TOO SMART OR VERY
SMART BUT NOT BEAUTIFUL, WHICH WOULD YOU
PREFER AND WHY?
12 IF YOU EXIT THIS COMPETITION, WHO WOULD YOU
BE ROOTING AND WHY?
13 WHAT IS THE NAME AND DEPARTMENT OF THE
RECTOR OF LAGOS STATE POLYTECHNIC?

MISS LASPOTECH 2022


PARTICIPANTS

1. MISS ACCOUNTANCY
2. MISS AGRICULTURAL ENGINEERING
3. MISS ARTS AND DESIGN
4. MISS BANKING AND FINANCE
5. MISS BUILDING TECHNOLOGY
6. MISS BUSINESS ADMINISTRATION & MANAGEMENT
7. MISS CHEMICAL ENGINEERING
8. MISS CIVIL ENGINEERING TECHNOLOGY
9. MISS COMPUTER ENGINEERING
10. MISS COMPUTER SCIENCE
11. MISS ELECTRICAL/ELECTRONIC ENGINEERING
12. MISS ESTATE MANAGEMENT AND VALUATION
13. MISS FISHERIES TECHNOLOGY
14. MISS FOOD TECHNOLOGY
15. MISS HORTICULTURAL TECHNOLOGY
16. MISS HOSPITALITY MANAGEMENT
17. MISS INSURANCE
18. MISS LEISURE AND TOURISM MANAGEMENT
19. MISS MARKETING
20. MISS MASS COMMUNICATION
21. MISS MECHANICAL ENGINEERING
22. MISS MECHATRONICS ENGINEERING
23. MISS OFFICE TECHNOLOGY AND MANAGEMENT
24. MISS QUANTITY SURVEYING
25. MISS SCIENCE LABORATORY TECHNOLOGY
26. MISS STATISTICS
27. MISS URBAN AND REGIONAL PLANNING
28. MISS ENGLISH AND LINGUISTICS
29. MISS ENVIRONMENTAL BIOLOGY
30. MISS MATHEMATICS
31. MISS BIOCHEMISTRY
32. MISS MICROBIOLOGY
ALEXANDER THE GREAT
A CHARACTERS
AUDITION FOR THESE SET OF CHARACTERS WILL COMMENCE ON THE 1 ST OF OCTOBER 2021

1) ALEXANDER: PHILIP’S SON, A TYRANT, HIS EMPIRE STRETCHING FROM GREECE TO PAKISTAN

2) PHILIP II: THE KING OF MACEDONIA, FATHER OF ALEXANDRER

3) OLYMPIAS: PHILIP’S WIFE, MOTHER OF ALEXANDER ORIGIN

4) PAUSANIAS: PHILIP’S PERSONAL BODYGUARD, WHO MURDERED PHILIP

5) HEPHAESTION: ALEXANDRER’S PERSONAL BODY GUARD, CHILDHOOD FRIEND, CONFIDANT, LOYAL FRIEND

6) ARISTOTLE: ALEXANDER WAS EDUCATED BY THE GREAT PHILOSOPHER ARISTOTLE

7) PARMENION: PHILIP’S CHIEF MILITARY LIEUTENANT, GENERAL, VETERAN INFANTRY COMMANDER ALSO IN THE SERVICE OF ALEXANDER THE GREAT

8) PHILOTAS: A GENERAL, SON OF PARMENION, COMMANDER OF THE LEFT COMPANION CALVARY

9) NIKANOR: PARMENION SON, GENERAL IN CONTROL OF HYPASPISTS/SQUIRE GUIDING THE FLANKS & REAR OF THE PHALANX (SHORT SPEAR)

10) KALLAS: A GENERAL, COMMANDER OF THE RIGHT COMPANION CALVARY

11) CLEOPATRA-EURYDICE: PHILIP’S NEW NOBLE MACEDONIAN BRIDE, THE MARRIAGE CAUSED GREAT TENSION BETWEEN PHILIP, OLYMPIAS &
ALEXANDER

12) CLEITUS: OFFICER OF THE ROYAL SQUADRON, SAVED ALEXANDER’S LIFE, KILLED BY ALEXANDER, COMMANDER OF AGEMA AT BATTLE OF
GAUGAMELA

13) PTOLEMY: ONE OF MACEDONIAN COMMANDERS

14) DARIUS III: KING OF KINGS, EMPEROR OF THE PERSIAN EMPIRE

15) SISYGAMBIS: THE MOTHER OF DARIUS III OF PERSIA, SHE WAS CAPTURED BY ALEXANDER AT THE BATTLE OF ISSUS, SHE BECAME DEVOTED TO HIM,
AND ALEXANDER REFERRED TO HER AS "MOTHER". DIED 323 BC

16) BARSINE: DAUGHTER OF THE PERSIAN KING DARIUS III MARRIED TO ALEXANDER THE GREAT. AFTER THEIR CAPTURE, THE PERSIAN WOMEN JOINED
ALEXANDER'S BAGGAGE TRAIN FOR AROUND TWO YEARS

17) STATEIRA: WAS A QUEEN OF PERSIA, SHE WAS THE WIFE OF DARIUS III OF PERSIA OF THE ACHAEMENID DYNASTY

18) DRYPETIS: WAS THE (YOUNGER) DAUGHTER OF DARIUS III. SHE WAS CAPTURED BY ALEXANDER AFTER ISSUS IN 333 BC

19) ROXANA: WIFE OF ALEXANDER THE GREAT. THE DAUGHTER OF THE BACTRIAN CHIEF OXYARTES, SHE WAS CAPTURED AND
MARRIED BY ALEXANDER IN 327, DURING HIS CONQUEST OF ASIA. BORE ALEXANDER A POSTHUMOUS CHILD TWO MONTHS AFTER HIS DEATH

20) PARYSATIS: THE YOUNGEST DAUGHTER OF ARTAXERXES III OF PERSIA, MARRIED ALEXANDER THE GREAT IN 324 BC AT THE SUSA WEDDINGS. SHE
MAY HAVE BEEN MURDERED BY ALEXANDER'S FIRST WIFE, ROXANA, IN 323 BC

21) BASILEUS: IS A GREEK TERM AND TITLE THAT HAS SIGNIFIED VARIOUS TYPES OF MONARCHS IN HISTORY. IN THE ENGLISH-SPEAKING WORLD IT IS
PERHAPS MOST WIDELY UNDERSTOOD TO MEAN "KING" OR "EMPEROR"

22) CLEOPHIS: CLEOPHIS ASSUMED COMMAND AFTER HER SON’S DEATH IN BATTLE, SHE NEGOTIATED A SETTLEMENT THAT ALLOWED HER RETAIN HER
STATUS IN ASSACANI MODERN DAY PAKISTAN). SHE HAD AFFAIR WITH ALEXANDER THIS INFLUENCED THE GENEROSITY OF KEEPING HER THRONE

23) CALVARY MEN: HORSEMEN IN THE MOVIW

24) ARMY: ROLE OF SOLDIERS IN THE MOVIE


B PLOT AND OUTLINE
SCENE 2
PHILIP WAS SOLICITING POWER, RECRUITING ARMY, THROUGH ALLIANCE AND CONQUEST OF HIS NEIGHBORS
BACKGROUND
PHILIP’S ARMY RECRUITMENTS WAS AIMED AT CONQUERING FELLOW GREEK CITY STATES TO EMERGE AS THEIR HEGEMON (SUPREME COMMANDER)

SCENE 3
BATTLE OF CHAERONEA, PHILIP’S ARMY CRUSHES THE JOINT FORCES OF CLASSICAL GREEK CITY STATES)
BACKGROUND
FOLLOWING THE VICTORY, HE UNITED ALL GREEK CITIES IN ONE ALLIANCE KNOWN AS HELLENIC LEAGUE (LEAGUE OF CURRENT) WITH PHILIP NOW AS THE
HEGEMON, WITH THE AIM OF LEADING A UNITED ARMY TO CONQUER THE PERSIAN EMPIRE

SCENE 4
PHILIP WAS ASSASSINATED BY ONE OF HIS PERSONAL BODYGUARD ON WEDDING DAY OF HIS DAUGHTER, CLEOPATRA
BACKGROUND
MANY BELIEF HIS DEATH WAS A CONSPIRACY BY PHILIP’S WIFE JEALOUS OF THE NEW BRIDE THEN HIRED PAUSANIAS TO KILL HIM, SOME BELIEF PAUSANIAS KILLED
PHILIP ON HIS OWN ACCORD AS A RESULT OF HIS GRIEVANCES WITH THE KING FOR NEGLECTING TO AVENGE HIM OF THE AFFRONT HE HAD RECEIVED FROM
ATTALUS

SCENE 5
PHILIP WAS SUCCEEDED BY HIS SON, ALEXANDER ASCENDS THE THRONE AFTER PHILIP’S DEATH AS THE HEIR TO THE THRONE AT THE AGE OF 20
BACKGROUND
GREEK CITIES BEGAN TO REBEL AFTER PHILIP’S DEATH, ALEXANDER HAD TO FIRST DEAL WITH THE REBELLION AND SECURE HIS POSITION AS THEIR NEW KING BY
MAKING EXAMPLES WITH SOME OF THEM (DESTROYING THEIR CITIES AND SELLING THEM INTO SLAVERY)

SCENE 6
ALEXANDER BEGAN MILITARY EXPEDITION AGAINST PERSIAN EMPIRE IN 334 BC, INHERIT HIS FATHER’S GRAND PLAN OF INVADING PERSIA
BACKGROUND
NOW AS THE NEW KING/COMMANDER, HE FIRST UNITE THE GREEK ARMY THEN EMBARK ON CONQUEST TO INVADE PERSIA, IN THE SPRING OF 334 BC, ALEXANDER
LED 40,000 TROOPS ACROSS THE HELLESPONT TO LAUNCH WAR IN ASIA MINOR

SCENE 7
BATTLE AT RIVER GRANICUS, MACEDONIANS TROOPS ARE STRIVING TO DRIVE THE PERSIANS AWAY FROM THE RIVERBANK FOR COMBAT
BACKGROUND
GREAT PERSIAN EMPIRE WAS DIVIDED INTO PROVINCES CALLED SATRAPY, EACH SATRAPY IS RULED BY A GOVERNOR OR A SATRAP, THE CLOSEST PROVINCE TO
ASIA MINOR WHERE ALEXANDER’S TROOPS CAMPED IS GRANICUS, IT GOVERNOR IS AWARE OF ALEXANDER’S INVASION, THEN MET WITH NEIGHBORING SATRAPS
TO DISCUSS STRATEGY, ONE OF THEM (MEMNON OF ROUTE, A SKILLED GREEK GENERAL IN PERSIAN SERVICE) SUGGESTED THAT THEY SHOULD BURN CROPS AND
SHELTER AND WITHDRAW TO THE INTERIOR, SO THAT ALEXANDER’S MULTITUDE ARMY WILL STARVE FOR FOOD AND ABANDON THE CAMPAIGN, IT WAS A GOOD
ADVICE, BUT THE SATRAPS ARE UNWILLING TO LAY WASTE TO THEIR PROVINCE WITHOUT A FIGHT, SO THEY DECIDED TO FACE ALEXANDER’S TROOPS AT THE
RIVER GRANICUS

SCENE 8
THE PERSIANS ARE DETERMINED TO PREVENT THE CROSSING BY ATTACKING WITH JAVELIN, ARROWS TO PUSH THEM BACK INTO THE RIVER
BACKGROUND
ALEXANDER’S GENERALS ADVICE HIM TO WAIT TILL DAWN BEFORE ORDERING THE ATTACK, HE ORDERED THE ATTACK BECAUSE HE’S NOT WILLING TO RISK
RETREAT BY THE PERSIAN SATRAPS, ONE VICTORY WILL BOOST HIS CONFIDENCE, TO SILENT THE FACTION OF SOLDIERS MUTINYING THEY SHOULD TURN BACK
HOME, WITH A VICTORY HE CAN PAY UP DEBTS OF HIRED MERCENARIES & FEED ALL THE ARMY, HE WAS DESPERATE, THE KING WAS IN THE THICK OF THE
FIGHTING

SCENE 9
ALEXANDER’S ATTACK WAS SEEN RECKLESS AS A KING, GOT TO A SPOT THE KING FOUGHT FOR HIS LIFE, CLEITUS SAVED ALEXANDER’S LIFE AT BATTLE (IS
GRANICUS)
BACKGROUND
ALEXANDER’S RECKLESS ATTACK WORTH THE RISK AT THE END, IT PAID OFF BECAUSE IT GAVE TIME/CHANCE FOR THE IRRESISTIBLE MACEDONIAN PHALANX TO
CROSS THE RIVERBANK AND REGROUP, THE HOSTS TURN AND FLED THE BATTLE FIELD, ALEXANDER WON A GREAT VICTORY, ASIA MINOR NOW LAY AT HIS MERCY

SCENE 10
ALEXANDER MARCH ON THE PROVINCES, SOME PUT UP DETERMINED RESISTANCE, OTHERS SURRENDER, ALL WERE TAKEN, ALSO VISITED GORDIUM
BACKGROUND
APPROACHING LYDIA, THE PROVINCE COMMANDER/SATRAP SURRENDER WITHOUT A FIGHT, ALEXANDER CONTINUES HIS ADVANCE, AT GORDIUM HE WAS SHOWN
THE LEGENDARY GORDIAN KNOT, A PROPHECY SAID WHOEVER COULD UNTIE IT WOULD RULE ALL OF ASIA, ALEXANDER UNSHEATHED HIS SWORD AND CUT THE
KNOT, AS STATED IN THE PROPHECY, HE WENT ON TO CONQUER THE REST OF ASIA

SCENE 11
BATTLE OF ISSUS, BOTH KINGS CALLED OUT TO THEIR MEN, URGING THEM TO FIGHT BRAVELY, PICKING OUT SOME BY NAME
BACKGROUND
KING DARIUS III ARMY WAS 3X MORE THAN ALEXANDER’S ARMY, THE BATTLE TURNED INTO A MASSACRE, ALEXANDER FOUGHT HIS WAY TOWARDS DARIUS
HIMSELF, DARIUS FLED THE BATTLE FIELD IN HIS ROYAL CHARIOT, MEANWHILE THE MACEDONIAN LEFT WING UNDER GENERAL PARMENION’S CONTROL WAS IN A
BAD SITUATION, IF THE PERSIAN ARMY COULD BREAK THROUGH HERE, THEY CAN SNATCH VICTORY FROM THE JAWS OF DEFEAT, ALEXANDER RECEIVES
INTELLIGENCE AND ABANDON PURSUIT OF DARIUS III TO SUPPORT PARMENION. AS THE NEWS REACHED THEM THAT DARIUS HAD FLED SPREAD AMONG HIS
TROOPS, THEY ABANDON THE FIGHT TOO AND TRIED TO SAVE THEMSELVES, THE BATTLE OF ISSUS WAS A STUNNING VICTORY FOR ALEXANDER AMONG THE
SPOILS OF VICTORY WERE DARIU’S WIFE, DAUGHTERS, SON AND MOTHER

SCENE 12
ALEXANDER WAS WELCOMED IN EGYPT BY THE PRIEST OF MEMPHIS AND WAS CROWNED AS PHARAOH, HE WAS SEEN AS THEIR LIBERATOR
BACKGROUND
THE PERSIAN GOVERNORS OF EGYPT SURRENDERED THE ENTIRE PROVINCES IN EGYPT ALONG WITH THEIR ROYAL TREASURY TO ALEXANDER WITHOUT
RESISTANCE. HE FOUNDED A NEW CITY IN EGYPT CALLED ALEXANDRA AT THE MOUTH OF THE NILE. HE TRAVELLED TO THE DESERT ORACLE TEMPLE OF SIWAH,
THE HIGH PRIEST WELCOMED HIM AS SON OF AMUN
SCENE 13
ALEXANDER RECEIVES A LETTER FROM DARIUS, OFFERING HIM FORTUNES IN GOLD, HIS DAUGHTER IN MARRIAGE, AND HALF OF HIS EMPIRE IN EXCHANGE FOR
PEACE, HE REJECTED THE KING’S OFFER
BACKGROUND
ALEXANDER ADVANCED TOWARDS THE PERSIAN HEARTLANDS SEEKING A FINAL SHOWDOWN WITH DARIUS, HE TURNED DOWN DARIUS OFFER CONSIDERING ALL
THE ORACLE’S ACCLAMATIONS AND HIS STUNNING VICTORIES IN BATTLES SO FAR CONVINCED HIM THAT HIS DESTINY WAS TO RULE THE WORLD, HE DOESN’T
WANT HALF OF THE KINGDOM, HE WANT ALL OF IT

SCENE 14
ALEXANDER RECEIVES NEWS THAT A GREAT PERSIAN ARMY LED BY DARIUS HAD ASSEMBLED AT GAUGAMELA (MODERN DAY IRAQ), HE ADVANCED
BACKGROUND
THIS WAS DARIUS LAST CHANCE TO STOP ALEXANDER AND ALSO ALEXANDER’S CHANCE TO SNATCH PERSIAN POWER ONCE AND FOR ALL. THIS TIME DARIUS HAD
CHOSEN TO FIGHT ON OPEN GROUND WHERE HIS ADVANTAGE IN NUMBERS WOULD BE MORE EFFECTIVE, HIS SOLDIERS HAD FLATTENED THE TERRAIN TO MAKE IT
SUITABLE FOR PERSIAN WAR CHARIOT. DARIUS ARMY IS MADE UP OF CONTINGENTS ACROSS THE EMPIRE, INFANTRY FROM SYRIANS/BABYLONIANS, CALVARY
FROM ARMENIANS/INDIANS/SCYTHIANS/BACTRIANS, SIGHT CHARIOT AND HANDFUL OF WAR ELEPHANTS. ALEXANDER’S ARMY WAS OUTNUMBERED BY AS MUCH AS
2-1

SCENE 15
DARIUS FLEEING AGAIN IN THE BATTLE FIELD OF GAUGAMELA
BACKGROUND
ALEXANDER LED THE COMPANION CALVARY TO THE EXTREME WING OF THE BATTLE, MAKING IT SEEMS HE WANT TO ENCIRCLE THE HUGE PERSIAN ARMY, THIS
MADE DARIUS TAKE TROOPS AWAY FROM THE CENTER TO OUTFLANK AND PREVENT THEM FROM LEAVING THE AREA THEY HAD CLEARED FOR THEIR CHARIOT,
THIS WAS A TRAP BY ALEXANDER TO WEAKEN THEIR CENTER FOR THE PHALANX TO OPERATE EASILY, ALSO ORDERED THE REMAINING CALVARY TOWARDS THE
WEAKENED CENTERED FIGHTING THEIR WAY TOWARDS DARIUS THE KING HIMSELF, THE CENTER OF THE PERSIAN ARMY BROKE AND THE KING FLED. ALEXANDER
WAS ABOUT PURSUING DARIUS BUT RECEIVES NEWS THAT PARMENION IN THE LEFT WING IS IN SERIOUS TROUBLE AND NEED REINFORCEMENT. THE BATTLE OF
GAUGAMELA WAS A STUNNING VICTORY FOR ALEXANDER

SCENE 16
KING DARIUS III WAS ASSASINATED BY ONE OF HIS GOVERNOR BESSUS, WHO PROCLAIMED HIMSELF AS THE NEW RULER, FOUND AND KILLED BY ALEXANDER
BACKGROUND
ALEXANDER GAVE ORDER FOR DARIUS TO BE BURIED IN THE ROYAL TOMB OF PERSEPOLIS, ALONGSIDE HIS ANCESSTORS, HE ADVANCED EAST TO FIND BESSUS
WHO MURDERED DARIUS, BESSUS WAS BETRAYED BY HIS OWN MEN AND HANDED OVER IN CHAINS, HE WAS EXECUTED IN PERSIA

SCENE 17
ALEXANDER ADVANCES TO THE PERSIAN CAPITAL OF BABYLON IN TRIUMPH, NOW RECOGNIZED BY PERSIAN OFFICIALS AS THEIR NEW RULER
BACKGROUND
HE SAT ON THE ROYAL THRONE OF PERSIA, HE THEN ORGANIZE HIS NEW VAST EMPIRE BY APPOINTING NEW GOVERNORS TO THE PROVINCES, HE ARRANGED
MAGNIFICENT MASS MARRIAGE OF MACEDONIAN OFFICERS TO 80 PERSIANS NOBLE WOMEN TO STRENGTHEN BONDS BETWEEN THIS 2 KINGDOMS. ALEXANDER
HIMSELF MARRYING 2 PERSIAN PRINCESSES. HE ALSO PAID ALL HIS SOLDIER’S DEBTS. HE ALSO ORDERED 30,000 YOUTHS ACROSS THE EMPIRE TO BE TRAINED IN
MACEDONIAN ART OF WAR. THEN ORDERED THE CEREMONIAL CAPITAL PERSEPOLIS TO BE BURNT AS RETRIBUTION FOR PERSIAN INVASION OF GREECE, ALSO FOR
BURNING OF ATHENS SACRED TEMPLE

SCENE 18
ALEXANDER KILLED PHILOTAS BECAUSE THE PLOT TO ASSASSINATE HIM WAS UNCOVERED, HE ALSO KILLED HIS FATHER PARMENION SO AS NOT TO REVOLT
AGAINST HIM, WITH TROOPS IN HIS POSSESSION

SCENE 19
ALEXANDER KILLED CLEITUS THE BLACK IN A FURIOUS DRUNKEN ARGUMENT, HE WAS FULL OF REMORSE AFTER KILLING HIM

SCENE 20
ALEXANDER WAS CAPTIVATED BY THE BEAUTY OF ROXANA, DAUGHTER OF BACTRIA LORD, HE SUBDUE THE CITY

SCENE 21
BATTLE OF HYDASPES/PAURAVAS (IN THE PUNJAB PROVINCE, MODERN DAY PAKISTAN) RULED BY KING PORUS, AS THEIR ELEPHANTS INFLICTED TERRIBLE
CASUALTIES AMONG THE GREEKS, ALEXANDER LOST HIS FAVORITE HORSE IN THIS BATTLE, HE NAMED A LOCAL CITY BUCEPHALA IN HONOR OF HIS HORSE, THE
BATTLE ENDED IN A DECISIVE VICTORY FOR ALEXANDER, WINING GAVE HIM CONTROL OF THE PUNJAB, ALEXANDER WANTED TO PUSH ON TO INDIA, TO REACH
THE GREAT RIVER WHICH ANCIENT GREEK GEOGRAPHERS CONSIDER AS THE EDGE OF THE WORLD AS AT THE TIME. ALEXANDER’S ARMY REBELS AT THE RIVER
HYDASPES, THEY REFUSED TO GO ANY FURTHER, THEY REFUSE TO CROSS THE HINDUSH MOUNTAINS, IT’S BEEN LONG THEY’VE SEEN THEIR HOMES (8 YRS), THEY
HAVE MARCHED THOUSANDS OF MILES AWAY FROM HOME, FOUGHT COUNTLESS BATTLES, HEARD RUMORS OF GIGANTIC ARMIES WAITING FOR THEM IN INDIA,
BUT THEIR KING SEEMS BENT ON CONQUEST WITHOUT END, HE ALSO BEGAN TO ADOPT PERSIAN CUSTOMS, RITUALS, LIKE DEMANDING PEOPLE PROSTRATE
THEMSELVES BEFORE THE KING (HE CROSS THE LINE) TO GREEKS THIS WAS BLASPHEMY, ONLY A GOD WAS WORTHY OF SUCH RESPECT, ALEXANDER WAS FORCED
TO BACK DOWN AND HAD TO TURN THE ARMY AROUND, ON THE WAY HE DEFEATED THE MALIANS, HE PERSONALLY LEADED THE ASSAULT BECAUSE THE SOLDIERS
ARE STILL MUTINYING, HE WAS WOUNDED IN THE CHEST, DURING THE PROCESS AND WAS NEARLY KILLED, HE LED HIS ARMY THROUGH THE DESERT FOR
REBELLING AND MANY DIED. WHEN HE RETURNED TO PERSIA HE EXECUTED SEVERAL OF HIS NEWLY APPOINTED GOVERNORS FOR RULING UNJUSTLY AND
STEALING FROM THE TREASURY DURING HIS LONG ABSENCE

SCENE 22
DEATH OF HEPHAESTION, ALEXANDER’S MOST TRUSTED FRIEND DIED OF FEVER, THE KING WAS GRIEVE STRICKEN, WENT DAYS WITHOUT EATING, ORDERED A
PERIOD OF PUBLIC MOURNING ACROSS THE EMPIRE

SCENE 23
RETURNING TO BABYLON HE WAS MET BY EMBASSY’S FROM DISTANT CITIES COMING TO RECOGNIZE HIS GREATNESS LIKE ETHIOPIANS, LIBYANS, IBERIANS, GAULS
ETC

SCENE 24
ALEXANDER’S BACTRIAN WIFE ROXANA WAS NOW PREGNANT, BUT AS HE PLANED HIS NEXT CAMPAIGN TO ARABIA AND BEYOND, HE DEVELOP A SUDDEN ILLNESS
(MALARIA, POISONED, TYPHOID, CHOLERA, FEVER) AND DIED AT THE AGE 32. ALEXANDER LEFT NO PLAN FOR HIS SUCCESSION AND HIS GENERALS BEGAN
FIGHTING THEMSELVES TO CARVE OUT THEIR OWN EMPIRE. IN THE WAR OF A SUCCESSOR ALEXANDER’S WIDOW ROXANA AND HIS SON WERE MURDERED. HIS
GOLDEN FUNERARY CART ON ROUTE TO MACEDONIA FOR BURIAL WAS HIJACKED BY HIS GENERALS AND ENDED UP IN ALEXANDRA IN EGYPT
C DRAFTS

I) CALVARY: SOLDIERS WHO FIGHT MOUNTED ON HORSEBACK

II) COMPANION CALVARY: THE ELITE CALVARY OF THE MACEDONIAN ARMY FROM THE TIME OF PHILIP II, ACHIEVED THEIR GREATEST PRESTIGE UNDER
ALEXANDRA THE GREAT, REGARDED AS FIRST AMONG SHOCK CALVARY USED IN EUROPE

III) MERCENARIES: PROFESSIONAL SOLDIERS HIRED TO SERVE IN A FOREIGN ARMY

IV) HYPASPIST/SQUIRE: SHIELD BEARER OR ARMOR BEARER OF MEN AT WAR OR KNIGHT ERRAND RUNNER OR SERVANT

V) KNIGHT: BORN OF THE NOBILITY AND TRAINED TO FIGHT USUALLY IN HEAVY METAL ARMOR

VI) HOPLITE: HEAVILY ARMED FOOT-SOLDIERS WITH SPEARS AND SHIELDS, UTILIZE PHALANX FORMATION TO BE EFFECTIVE (HEAVY
INFANTRY/AGRIANES/BULGARIA/THRACIANS/ILLYRIANS)

VII) PHALANGITE: ONE SOLDIER IN A PHALANX FORMATION, A PIKE MAN FIGHTING IN A MACEDONIAN PHALANX, PROFESSIONAL, WELL TRAINED AND
DRILLED

VIII) PIKE MAN: A SOLDIER ARMED WITH A PIKE

IX) PHALANX: IS AN INFANTRY FORMATION DEVELOPED BY PHILIP II WHERE BODY OF TROOPS FIGHT IN CLOSE PACKED FORMATION, I6 RANKS DEEP,
BUT DIFFICULT TO MANOVER AND HIGHLY VULNERABLE TO ATTACKS ON IT FLANKS OR REAR

X) SKIRMISHERS: ARE LIGHT INFANTRY OR LIGHT CALVARY SOLDIERS DEPLOYED AS VANGUARD, FLANK GUARD OR REARGUARD TO SCREEN TACTICAL
POSITION FROM ENEMY ADVANCES

XI) JAVELIN THROWERS: THEY SERVE AS SKIRMISHERS, ARMED WITH SEVERAL JAVELINS WITH THROWING STRAPS TO INCREASE STANDOFF POWER

XII) ARCHERS: SOMEONE WHO SHOOTS ARROWS USING BOWS

XIII) BOWS: A WEAPON FOR SHOOTING ARROWS, TYPICALLY MADE OF A CURVED PIECE OF WOOD JOINED AT BOTH ENDS BY A TAUT STRING

XIV) SATRAPS: A PROVINCIAL GOVERNOR IN THE ANCIENT PERSIAN EMPIRE

XV) SATRAPY: TERRITORY OR JURISDICTION OF SATRAP

XVI) ASSAULTS: MILITARY ATTACK INVOLVING DIRECT COMBAT WITH ENEMY FORCES

XVII) SQUADRON: IN ANCIENT MILITARY, IT IS A SMALL UNIT FORMATION OF SOLDIERS USUALLY 225 HORSEMEN EACH

XVIII) GAUGAMELA: SIMPLY MEANS CAMEL’S HOUSE, A VILLAGE ON THE BANKS OF THE RIVER BUMODUS IN MODERN DAY IRAG, WHERE DECISIVE
BATTLE TOOK PLACE MACEDONIA AND THE ACHAEMENID EMPIRE

XIX) BACTRIA: ANCIENT REGION IN CENTRA ASIA, ONE OF THE SATRAPY (PROVINCE) ALEXANDRA DEFEATED DARIUS III

XX) CONQUEST: SUBJUGATION OF TERRITORY CONTROL BY MILITARY FORCE

XXI) SUBJUGATION: THE ACTION OF BRINGING TERRITORY UNDER DOMINATION OR CONTROL

XXII) SARISSA:A LONG SPEAR OR PIKE ABOUT 4-6 METERS IN LENGTH, IT WAS INTRODUCED BY PHILIP II OF MACEDON AND WAS USED IN HIS
MACEDONIAN PHALANX

XXIII) CLASSICAL GREEK CITY STATES: ATHENS, THEBES, SPARTA

XXIV) INFANTRY: ARMY FIGHTING ON FOOT COLLECTIVELY

XXV) HEGEMON: THE SUPREME COMMANDER

XXVI) PELLA: IS AN ANCIENT CITY LOCATED IN CENTRAL MACEDONIA, HISTORICAL CAPITAL OF THE ANCIENT KINGDOM OF MACEDON, BIRTHPLACE OF
ALEXANDRA

XXVII) PERSIAN EMPIRE: AT ITS HEIGHT UNDER THE LEADERSHIP OF DARIUS III, IT’S CENTERED IN IRAN, PERSIAN EMPIRE STRETCHED FROM EUROPE’S
BALKAN PENINSULA (PRESENT DAY BULGARIA, UKRAINE TO THE INDUS RIVER VALLEY IN NORTHWEST INDIA AS WELL AS EGYPT

XXVIII) ACHAEMENID EMPIRE: ALSO CALLED PERSIAN EMPIRE

XXIX) ANTIQUITY: ANCIENT TIMES, BEFORE THE MIDDLE AGES

XXX) TYRANT: A CRUEL AND OPPRESSIVE RULER

XXXI) SUBDUE: BRING COUNTRY OR PEOPLE ONE’S CONTROL BY FORCE

XXXII) BUCEPHALUS: FAMOUS HORSE OF ANTIQUITY, ALEXANDER’S FAVORITE HORSE

XXXIII) MACEDONIA: OFFICIALLY THE REPLUBLIC OF NORTH MACEDONIA IS A COUNTRY IN SOUTHEAST EUROPE, IT GAINED INDEPENDENCE IN 1991.
GREEK MACEDONIA ENCOMPASSES ENTIRELY THE SOUTHERN PART OF THE REGION OF MACEDONIA, MAKING UP 51% OF THE TOTAL AREA OF THE
REGION, MACEDONIA FORM FORMS PART OF GREECE NATIONAL FRONTIER WITH THREE COUNTRIES, BULGARIA TO THE NORTHEAST, NORTH
MACEDONIA TO THE NORTH AND ALBANIA TO THE NORTHWEST

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