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Problem Solving Concepts
POINTS TO BE DISCUSSED:
What is mean by data, information,data structure
What is a problem?-Types of problems
Problem Solving in everyday life.
Six steps for general problem solving
Problem solving concepts for computers- Constants,
Variables, Operators, Hierarchy of operations, Data types,
Equations, Functions, Expressions.
Organising Problems- Problem Analysis Charts,
Structure/Interactivity Charts, IPO Chart, Algorithm,
Flowcharts, Internal and External documentation
Review of Data Structure
Data Type: a data type or simply type is a
classification identifying one of various types of data,
such as real-valued, integer or Boolean, that
determines the possible values for that type; the
operations that can be done on values of that type;
the meaning of the data; and the way values of that
type can be stored.
Data Structure: a data structure is a particular way
of storing and organizing data in a computer so that it
can be used efficiently.
Types of Data Structures
What is a Problem?
A state of difficulty that needs to be resolved
Problems exist where goals need to be attained and
there is uncertainty about solution
A Problem is an opportunity for improvement
A problem is the difference between your current state
and your goal state
Problem Faced in Everyday in Life
People make decisions everyday
Examples:
 Should I wear casual or formal today?
 Should I watch TV or go out to cinema?
 what career?
 what course?
 What shoes?
 Everything needs a DECISION AS A SOLUTION TO THE PROBLEM
What happens when bad decisions are made?
WASTAGE OF TIME AND RESOURCES
Six steps to ensure a Best decision in PROBLEM SOLVING
 Identify the problem
 Understand the problem
 Identify alternative ways to solve the problem
 Select the best way to solve the problem from the list of
alternative solutions
 List instructions that enable you to solve the problem using
selected solution
 Evaluate the solution
How do the individual wish to spend the evening
knowledege base-playing chesss example
watch television,go to movie etc
select best one
 prepare list of steps that will result in a fun
evening
 are we having the fun yet?
Take the problem of what to do this evening
An electricity board charges the following rates for
the
of electricity :
For the first 200 units:80 P per unit
For the first 100 units : 90 P per unit
Beyond 300 units : Rs. 1.00 per unit
All users are charged a minimum of Rs. 100 as meter
charge.
lf the total amount is more than Rs. 400, then an.
Additional charge of 15% of total amount is charged,
Complete the six problem-solving steps to read the
names of users and number of, units consumed and
print out the charges with names
Approaches to solve a problem:
Algorithmic
Heuristic
Solutions that can be solved with a series
of known actions are called
Algorithmic Solutions
Employing a self-learning approach to the
solution of a problems is known as
Heuristic Solutions
Important definitions
Examples
Algorithmic solution:
To make a cup of coffee
To find largest of three
numbers
Heuristic solutions:
how to buy the best stock?
How to play chess?
Problem solving with computers
Computers use algorithmic solutions
Program – set of instructions that make up solution to a
problem
Results – outcome of running the program
Testing – Are the outcomes what you expected and correct
Documentation – two types
manual documentation – instructions telling users how
to use the program
Problem solving with computers involves
several steps
Clearly define the problem.
Analyse the problem and formulate a method to
solve it (see also .validation.).
Describe the solution in the form of an algorithm.
Draw a flowchart of the algorithm.
Write the computer program.
Compile and run the program (debugging).
Test the program (debugging) (see also
verification.).
Problem solving concepts for computers
Constants
Variables
Operators
Hierarchy of operations
Data types
Equations
Functions
Expressions
Constant:
 A variable whose value is determined when a
program description is written and doesn’t change
from that value during program execution.
A constant is a value in a program, that stays the
same throughout the program's execution-numeric,
alphabetical, special symbols. Ex:PI=3.142857
Rules:
Constant cannot be changed after it is initially given a
value
Variable: a named location in memory for storing data.
 Variables are values that can change as much as
needed during the execution of a program.
Ex:city=“chennai”
Names... Example
CANNOT start with a number 2i
CAN contain a number elsewhere h2o
CANNOT contain any arithmetic operators... r*s+t
CANNOT contain any other punctuation marks... #@x%£!!a
CAN contain or begin with an underscore _height_
CANNOT be a C keyword struct
CANNOT contain a space im stupid
CAN be of mixed cases XSquared
Rules:
Data types and their data sets
Data type Dataset Examples
Numeric:integer All whole numbers 8765,-98
Numeric:Real All real numbers(whole +
decimal)
3786.98,0.0087
Character(surrounded by
quotation marks)
All letters, numerals and
special symbols
“a”, ”A”, “=“,”5”, “$”
String(Surr. By quote
marks)
Combinations of more
than one character
“art”,”5678”,”01-345-
456778”
Logical True/false True, False
Functions
Small sets of instructions that perform specific
tasks and return values
Specify the basic tasks that are used repeatedly in
the problem-solving process thus reducing time
and improve the readability of the solution.
Function name(data)
Data used by the function are called parameters
Ex: sqrt(n),max(n1,n2,n3)
Operators
Operators are symbols that indicate some kind of
action is to be performed.
Data connectors within expressions and
equations
Tell the computer how to process the data
What type of processing needs to be done
OPERANDS- data that the operator connects and
- Subtraction
+ Addition
* Multiplication
/ Division
% Modulus
-- Decrement
++ Increment
Power ^
3 – 2 =1
3 + 2 =5
6 / 3 =2
3 * 2 =6
-- 2 =1
3 % 2 =1
2 ^ 2 =4
++ 2 =3
Relational Operators
> Greater than
< Less than
>= Greater than or equal
<= Less than or equal
== Equal
!= Not Equal(<>)
Logical Operators
&& AND
A && B: result is true iff A and B are true, false
otherwise
|| OR
A || B: result is false iff A and B are False, true
otherwise
Hierarchy of operations
1. Functions
2. Power
3. Mod
4. *,/
5. +,-
6. =,<,>,<=,>=.<>
7. NOT
8. AND
9. OR
EXPRESSION:
An expression is a code segment that can be evaluated
to produce a single value.
Processes the data, the operands through the use of
operators.
ex:A + B
EQUATIONS:
 stores the result of an expression in a memory location
in the computer through the = sign. Ex:C=A + B
Calculate the area of the
following figure
x
x
b
x/2
Area = x2
+ x/2 * b
1
2
3
4
4 1: 42
= 16
16
4
3
2
2: 4/2 = 2
3: 2*3 = 6
4: 16 + 6 = 22
6
22
x = 4 and b = 3
How computer stores data
Each variable name is given a memory location
which can hold one and only one value at a time.
Internal memory is volatile
The data, information and programs are stored in
external medium as FILES –program files and data
files.
Communicating with computer
What is a program?
A set of step-by-step instructions that directs the
computer to perform tasks and produce results.
What is a Programming Language?
A programming language is a set of rules that
instructs a computer what operations to perform.
Syntax: Rules governing the computer oerating
system, the language and the application
BUG: It is an error
Debugging: The process of locating and
correcting an error.
Organising Problems
Certain organisational tools can help us to solve
problems :-
Problem Analysis Charts – a beginning analysis of
the problem
Structure/Interactivity Charts – shows the overall
layout or structure of the solution
IPO Chart – shows the input, the processing and the
output
Algorithm – show the sequence of instructions comprising
the solution
Flowcharts – graphic representations of the algorithms
Problem Analysis Chart (PAC)
separates the problem in 4 parts
Given Data Required Results
Section 1:Data given in the
problem or provided by user-Data,
constants, variables
Section 2:Requirements to
produce the output-information
and format required
Processing required Solution alternatives
Section 3:List of processing
required – equations, or searching
or sorting techniques
Section 4:List of ideas for the
solution.
TASK :- 1) create a Problem analysis chart for the average
problem
2) create a Problem Analysis chart for calculating the
Gross pay , given the formula GrossPay = Hours * PayRate
Given Data Required Results
Hours
Pay Rate
Gross Pay
Processing required Solution alternatives
GrossPay = Hours * PayRate 1.Define the hours worked
And pay rate as constants
2. Define the hours worked
and pay rate as input values
Interactivity(Structure) Chart
This breakdowns a complex problem into simpler tasks.
 This divides your solution in modules – subtasks.
Structure charts connect modules together to show the
interaction of processing between the modules
Each module should contain the tasks to
finish/accomplish one function - e.g calculating results,
reading input
Interactivity(Structure) Chart
KEY
Circle – iteration
Diagonal line – same module used twice
Diamond - selection
TASK – 1) in pairs draw a structure chart for the Average
problem
control
Module 1 Module 2 Module 3 Module 4 Module 5
Module 7Module 6Module 3
Top-down method, here the program was executed
form beginning to end. The user did not control the
order of execution of the modules. The program was in
control
PayrollControl
Read Calc Print
Interactivity chart for payroll problem(top-down method)
Until no more emp
Module3
Control
Module2
Module1
Module3
Module6 Module7
Module4
Module5
object-oriented programming – which is event driven – the user is in control.
Modules are still used, within each module the execution is procedural
Payroll
Control
Read
Print
Calc
Interactivity chart for payroll problem(Object-oriented
solution)
The IPO Chart
.
This extends and organises the information in the
problem analysis chart.
 It shows in more detail what data items are input, what
processing takes place on the data and what information
will be the end result, the output.
In the IPO chart the output is the first to be completed
and then the input and then the processing
IPO chart
Input Processing Module
Reference
Output
All input data
(from section 1
of the Problem
Analysis chart)
All processing in
steps (from
Sections 3 and
4 of the problem
analysis chart)
Module
reference from
the structure
chart
All output
requirements
(from sections 1
and 2 of the
problem
analysis chart)
IPO chart
Input Processing Module Reference Output
TASK :- 1)
Construct an IPO
Chart for the
Average Problem
Enter 3 numbers
1. Enter three numbers
2. calculate the average
of the three numbers
3. print the average
4. end
Read first number
Read second
number
Read third number
Calculate the
average of the
three numbers
Print the average
Average
TASK :- 2)For the
Gross Pay
problem
Hours worked
Pay rate
Enter Hours worked
1.Enter Pay rate
2.Calculate Pay
3.Print pay
4.End
Read
Read
Calc
Print
PayrollControl
Grosspay
Writing Algorithms
After using the structure chart and the IPO chart the next
step in organising the solution is to for the programmer to
develop a set of instructions for the computer – called
algorithms or Psuedocode.
Algorithm:
is a systematic procedure that produces - in a finite
number of steps - the answer to a question or the solution
of a problem.
is a sequence of instructions which can be used to solve a
given problem
Computer operations in Pseudocode
1. Input Data
Read
Read student name
Get
Get student name
Computer operations in Pseudocode
2. Output
Information
Print
Print ‘Program Complete’
Write
Write record to file
Output
Output totalAmount
Display
Display ‘Program Complete’
Computer operations in Pseudocode
3. Perform
Arithmetic
Add
Add num1 to num2
Subtract
Subtract num1 from num2
Multiply
Multiply num1 by num2
Divide
Divide num1 by num2
Computer operations in Pseudocode
4. Assign Values Initialise
Initialise totalPrice to zero
Set
Set totalPrice to zero
Store
Store zero in totalPrice
Computer operations in Pseudocode
5. Compare Values IF…THEN…ELSE
IF num1 > num 2 THEN
ADD num1 to toal
ELSE
ADD num2 to total
ENDIF
Computer operations in Pseudocode
6. Repeat Actions
DOWHILE
DOWHILE Num1 > Num2
ADD num1 to total
Multiply total by 3
Subtract Num2 by 3
ENDDO
al.go.rithm
Sequence of steps
that can be taken to solve a given problemstepssequence
Form of an Algorithm
Control Module
1. Instruction
2. Instruction
3. …
4. ..
..
---end
Name of Module (list of
Parameters)
1. Instruction
2. Instruction
3. ..
4. ..
..
……..exit
Note: Uses End
indicating end of
processing
Note: Uses Exit
bcos processing
continues
Examples
Addition
Conversion from decimal to binary
The process of boiling an egg
The process of mailing a letter
Sorting
Searching
Let us write down the algorithm for a problem that is familiar to us.
Converting a decimal number into binary
Convert 75 to Binary 752
37 12
18 12
9 02
4 12
2 02
1 02
0 1
1001011
remainder
Algorithm for Decimal-to-Binary Conversion
1. Write the decimal number
2. Divide by 2; write quotient and remainder
3. Repeat step 2 on the quotient; keep on repeating until the quotient
becomes zero
4. Write all remainder digits in the reverse order (last remainder first) to form
the final result
Points to Note
1. The process consists of repeated application of simple steps
2. All steps are unambiguous (clearly defined)
3. We are capable of doing all those steps
4. Only a limited no. of steps needs to be taken
5. Once all those steps are taken according to the prescribed sequence,
the required result will be found
6. Moreover, the process will stop at that point
Algorithm (Better Definition)
1st
Definition:
Sequence of steps that can be taken to solve a problem
Better Definition:
A precise sequence of a limited number of unambiguous,
executable steps that terminates in the form of a solution
Three Requirements
1. Sequence is:
a. Precise
b. Consists of a limited number of steps
2. Each step is:
a. Unambiguous
b. Executable
3. The sequence of steps terminates in the form of a solution
Origin of the Term “Algorithm”
The name derives from the title of a Latin book: Algoritmi de numero
Indorum
That book was a translation of an Arabic book: Al-Khwarizmi Concerning
the Hindu Art of Reckoning
That book was written by the famous 9-th century Muslim mathematician,
Muhammad ibn Musa al-Khwarizmi
Pseudo Code
Language that is typically used for writing algorithms
Similar to a programming language, but not as rigid
The method of expression most suitable for a given situation is
used:
At times, plain English
At others, a programming language like syntax
Flowchart
A graphical representation of a process (e.g. an algorithm), in which
graphic objects are used to indicate the steps & decisions that are
taken as the process moves along from start to finish.
Individual steps are represented by boxes and other shapes on the
flowchart, with arrows between those shapes indicating the order in
which the steps are taken.
Start or stop
Process
Input or output
Connector
Decision
Flow line
Off-page connector
Flowchart
Symbols
Process Module
Automatic-
counter loop
Flowchart
Symbols
counter
A B
S
readablereadable
programprogram??
A program that is
easy to read &
understand, and
therefore, easy to
maintain & enhance
correctcorrect
programprogram??
A program
with correct
syntax &
semantics
Developing Short Programs1. Read, understand the
problem
2. Do you have all the required
data?
No: Get it
Else assume it. State it
explicitly
3. Do the design
4. Write test cases
5. Write the code on a piece of
paper
6. Hand-check it
7. Type it in
8. Run & check it on test cases
9. Errors? fix & redo 9
Done!
DOCUMENTATION
Internal Documentation:
 Remarks written with the instructions to explain what is being done in
the program
External Documentation:
 Manuals/Help Menus written about the solution.

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Data structures & problem solving unit 1 ppt

  • 1. Problem Solving Concepts POINTS TO BE DISCUSSED: What is mean by data, information,data structure What is a problem?-Types of problems Problem Solving in everyday life. Six steps for general problem solving Problem solving concepts for computers- Constants, Variables, Operators, Hierarchy of operations, Data types, Equations, Functions, Expressions. Organising Problems- Problem Analysis Charts, Structure/Interactivity Charts, IPO Chart, Algorithm, Flowcharts, Internal and External documentation
  • 2. Review of Data Structure
  • 3. Data Type: a data type or simply type is a classification identifying one of various types of data, such as real-valued, integer or Boolean, that determines the possible values for that type; the operations that can be done on values of that type; the meaning of the data; and the way values of that type can be stored. Data Structure: a data structure is a particular way of storing and organizing data in a computer so that it can be used efficiently.
  • 4. Types of Data Structures
  • 5. What is a Problem? A state of difficulty that needs to be resolved Problems exist where goals need to be attained and there is uncertainty about solution A Problem is an opportunity for improvement A problem is the difference between your current state and your goal state
  • 6. Problem Faced in Everyday in Life People make decisions everyday Examples:  Should I wear casual or formal today?  Should I watch TV or go out to cinema?  what career?  what course?  What shoes?  Everything needs a DECISION AS A SOLUTION TO THE PROBLEM
  • 7. What happens when bad decisions are made? WASTAGE OF TIME AND RESOURCES
  • 8. Six steps to ensure a Best decision in PROBLEM SOLVING  Identify the problem  Understand the problem  Identify alternative ways to solve the problem  Select the best way to solve the problem from the list of alternative solutions  List instructions that enable you to solve the problem using selected solution  Evaluate the solution
  • 9. How do the individual wish to spend the evening knowledege base-playing chesss example watch television,go to movie etc select best one  prepare list of steps that will result in a fun evening  are we having the fun yet? Take the problem of what to do this evening
  • 10. An electricity board charges the following rates for the of electricity : For the first 200 units:80 P per unit For the first 100 units : 90 P per unit Beyond 300 units : Rs. 1.00 per unit All users are charged a minimum of Rs. 100 as meter charge. lf the total amount is more than Rs. 400, then an. Additional charge of 15% of total amount is charged, Complete the six problem-solving steps to read the names of users and number of, units consumed and print out the charges with names
  • 11. Approaches to solve a problem: Algorithmic Heuristic Solutions that can be solved with a series of known actions are called Algorithmic Solutions Employing a self-learning approach to the solution of a problems is known as Heuristic Solutions Important definitions
  • 12. Examples Algorithmic solution: To make a cup of coffee To find largest of three numbers Heuristic solutions: how to buy the best stock? How to play chess?
  • 13. Problem solving with computers Computers use algorithmic solutions Program – set of instructions that make up solution to a problem Results – outcome of running the program Testing – Are the outcomes what you expected and correct Documentation – two types manual documentation – instructions telling users how to use the program
  • 14. Problem solving with computers involves several steps Clearly define the problem. Analyse the problem and formulate a method to solve it (see also .validation.). Describe the solution in the form of an algorithm. Draw a flowchart of the algorithm. Write the computer program. Compile and run the program (debugging). Test the program (debugging) (see also verification.).
  • 15. Problem solving concepts for computers Constants Variables Operators Hierarchy of operations Data types Equations Functions Expressions
  • 16. Constant:  A variable whose value is determined when a program description is written and doesn’t change from that value during program execution. A constant is a value in a program, that stays the same throughout the program's execution-numeric, alphabetical, special symbols. Ex:PI=3.142857 Rules: Constant cannot be changed after it is initially given a value
  • 17. Variable: a named location in memory for storing data.  Variables are values that can change as much as needed during the execution of a program. Ex:city=“chennai”
  • 18. Names... Example CANNOT start with a number 2i CAN contain a number elsewhere h2o CANNOT contain any arithmetic operators... r*s+t CANNOT contain any other punctuation marks... #@x%£!!a CAN contain or begin with an underscore _height_ CANNOT be a C keyword struct CANNOT contain a space im stupid CAN be of mixed cases XSquared Rules:
  • 19. Data types and their data sets Data type Dataset Examples Numeric:integer All whole numbers 8765,-98 Numeric:Real All real numbers(whole + decimal) 3786.98,0.0087 Character(surrounded by quotation marks) All letters, numerals and special symbols “a”, ”A”, “=“,”5”, “$” String(Surr. By quote marks) Combinations of more than one character “art”,”5678”,”01-345- 456778” Logical True/false True, False
  • 20. Functions Small sets of instructions that perform specific tasks and return values Specify the basic tasks that are used repeatedly in the problem-solving process thus reducing time and improve the readability of the solution. Function name(data) Data used by the function are called parameters Ex: sqrt(n),max(n1,n2,n3)
  • 21. Operators Operators are symbols that indicate some kind of action is to be performed. Data connectors within expressions and equations Tell the computer how to process the data What type of processing needs to be done OPERANDS- data that the operator connects and
  • 22. - Subtraction + Addition * Multiplication / Division % Modulus -- Decrement ++ Increment Power ^ 3 – 2 =1 3 + 2 =5 6 / 3 =2 3 * 2 =6 -- 2 =1 3 % 2 =1 2 ^ 2 =4 ++ 2 =3
  • 23. Relational Operators > Greater than < Less than >= Greater than or equal <= Less than or equal == Equal != Not Equal(<>)
  • 24. Logical Operators && AND A && B: result is true iff A and B are true, false otherwise || OR A || B: result is false iff A and B are False, true otherwise
  • 25. Hierarchy of operations 1. Functions 2. Power 3. Mod 4. *,/ 5. +,- 6. =,<,>,<=,>=.<> 7. NOT 8. AND 9. OR
  • 26. EXPRESSION: An expression is a code segment that can be evaluated to produce a single value. Processes the data, the operands through the use of operators. ex:A + B EQUATIONS:  stores the result of an expression in a memory location in the computer through the = sign. Ex:C=A + B
  • 27. Calculate the area of the following figure x x b x/2
  • 28. Area = x2 + x/2 * b 1 2 3 4 4 1: 42 = 16 16 4 3 2 2: 4/2 = 2 3: 2*3 = 6 4: 16 + 6 = 22 6 22 x = 4 and b = 3
  • 29. How computer stores data Each variable name is given a memory location which can hold one and only one value at a time. Internal memory is volatile The data, information and programs are stored in external medium as FILES –program files and data files.
  • 30. Communicating with computer What is a program? A set of step-by-step instructions that directs the computer to perform tasks and produce results. What is a Programming Language? A programming language is a set of rules that instructs a computer what operations to perform.
  • 31. Syntax: Rules governing the computer oerating system, the language and the application BUG: It is an error Debugging: The process of locating and correcting an error.
  • 32. Organising Problems Certain organisational tools can help us to solve problems :- Problem Analysis Charts – a beginning analysis of the problem Structure/Interactivity Charts – shows the overall layout or structure of the solution
  • 33. IPO Chart – shows the input, the processing and the output Algorithm – show the sequence of instructions comprising the solution Flowcharts – graphic representations of the algorithms
  • 34. Problem Analysis Chart (PAC) separates the problem in 4 parts Given Data Required Results Section 1:Data given in the problem or provided by user-Data, constants, variables Section 2:Requirements to produce the output-information and format required Processing required Solution alternatives Section 3:List of processing required – equations, or searching or sorting techniques Section 4:List of ideas for the solution.
  • 35. TASK :- 1) create a Problem analysis chart for the average problem 2) create a Problem Analysis chart for calculating the Gross pay , given the formula GrossPay = Hours * PayRate Given Data Required Results Hours Pay Rate Gross Pay Processing required Solution alternatives GrossPay = Hours * PayRate 1.Define the hours worked And pay rate as constants 2. Define the hours worked and pay rate as input values
  • 36. Interactivity(Structure) Chart This breakdowns a complex problem into simpler tasks.  This divides your solution in modules – subtasks. Structure charts connect modules together to show the interaction of processing between the modules Each module should contain the tasks to finish/accomplish one function - e.g calculating results, reading input
  • 37. Interactivity(Structure) Chart KEY Circle – iteration Diagonal line – same module used twice Diamond - selection TASK – 1) in pairs draw a structure chart for the Average problem
  • 38. control Module 1 Module 2 Module 3 Module 4 Module 5 Module 7Module 6Module 3 Top-down method, here the program was executed form beginning to end. The user did not control the order of execution of the modules. The program was in control
  • 39. PayrollControl Read Calc Print Interactivity chart for payroll problem(top-down method) Until no more emp
  • 40. Module3 Control Module2 Module1 Module3 Module6 Module7 Module4 Module5 object-oriented programming – which is event driven – the user is in control. Modules are still used, within each module the execution is procedural
  • 41. Payroll Control Read Print Calc Interactivity chart for payroll problem(Object-oriented solution)
  • 42. The IPO Chart . This extends and organises the information in the problem analysis chart.  It shows in more detail what data items are input, what processing takes place on the data and what information will be the end result, the output. In the IPO chart the output is the first to be completed and then the input and then the processing
  • 43. IPO chart Input Processing Module Reference Output All input data (from section 1 of the Problem Analysis chart) All processing in steps (from Sections 3 and 4 of the problem analysis chart) Module reference from the structure chart All output requirements (from sections 1 and 2 of the problem analysis chart)
  • 44. IPO chart Input Processing Module Reference Output TASK :- 1) Construct an IPO Chart for the Average Problem Enter 3 numbers 1. Enter three numbers 2. calculate the average of the three numbers 3. print the average 4. end Read first number Read second number Read third number Calculate the average of the three numbers Print the average Average TASK :- 2)For the Gross Pay problem Hours worked Pay rate Enter Hours worked 1.Enter Pay rate 2.Calculate Pay 3.Print pay 4.End Read Read Calc Print PayrollControl Grosspay
  • 45. Writing Algorithms After using the structure chart and the IPO chart the next step in organising the solution is to for the programmer to develop a set of instructions for the computer – called algorithms or Psuedocode. Algorithm: is a systematic procedure that produces - in a finite number of steps - the answer to a question or the solution of a problem. is a sequence of instructions which can be used to solve a given problem
  • 46. Computer operations in Pseudocode 1. Input Data Read Read student name Get Get student name
  • 47. Computer operations in Pseudocode 2. Output Information Print Print ‘Program Complete’ Write Write record to file Output Output totalAmount Display Display ‘Program Complete’
  • 48. Computer operations in Pseudocode 3. Perform Arithmetic Add Add num1 to num2 Subtract Subtract num1 from num2 Multiply Multiply num1 by num2 Divide Divide num1 by num2
  • 49. Computer operations in Pseudocode 4. Assign Values Initialise Initialise totalPrice to zero Set Set totalPrice to zero Store Store zero in totalPrice
  • 50. Computer operations in Pseudocode 5. Compare Values IF…THEN…ELSE IF num1 > num 2 THEN ADD num1 to toal ELSE ADD num2 to total ENDIF
  • 51. Computer operations in Pseudocode 6. Repeat Actions DOWHILE DOWHILE Num1 > Num2 ADD num1 to total Multiply total by 3 Subtract Num2 by 3 ENDDO
  • 52. al.go.rithm Sequence of steps that can be taken to solve a given problemstepssequence
  • 53. Form of an Algorithm Control Module 1. Instruction 2. Instruction 3. … 4. .. .. ---end Name of Module (list of Parameters) 1. Instruction 2. Instruction 3. .. 4. .. .. ……..exit Note: Uses End indicating end of processing Note: Uses Exit bcos processing continues
  • 54. Examples Addition Conversion from decimal to binary The process of boiling an egg The process of mailing a letter Sorting Searching Let us write down the algorithm for a problem that is familiar to us. Converting a decimal number into binary
  • 55. Convert 75 to Binary 752 37 12 18 12 9 02 4 12 2 02 1 02 0 1 1001011 remainder
  • 56. Algorithm for Decimal-to-Binary Conversion 1. Write the decimal number 2. Divide by 2; write quotient and remainder 3. Repeat step 2 on the quotient; keep on repeating until the quotient becomes zero 4. Write all remainder digits in the reverse order (last remainder first) to form the final result
  • 57. Points to Note 1. The process consists of repeated application of simple steps 2. All steps are unambiguous (clearly defined) 3. We are capable of doing all those steps 4. Only a limited no. of steps needs to be taken 5. Once all those steps are taken according to the prescribed sequence, the required result will be found 6. Moreover, the process will stop at that point
  • 58. Algorithm (Better Definition) 1st Definition: Sequence of steps that can be taken to solve a problem Better Definition: A precise sequence of a limited number of unambiguous, executable steps that terminates in the form of a solution
  • 59. Three Requirements 1. Sequence is: a. Precise b. Consists of a limited number of steps 2. Each step is: a. Unambiguous b. Executable 3. The sequence of steps terminates in the form of a solution
  • 60. Origin of the Term “Algorithm” The name derives from the title of a Latin book: Algoritmi de numero Indorum That book was a translation of an Arabic book: Al-Khwarizmi Concerning the Hindu Art of Reckoning That book was written by the famous 9-th century Muslim mathematician, Muhammad ibn Musa al-Khwarizmi
  • 61. Pseudo Code Language that is typically used for writing algorithms Similar to a programming language, but not as rigid The method of expression most suitable for a given situation is used: At times, plain English At others, a programming language like syntax
  • 62. Flowchart A graphical representation of a process (e.g. an algorithm), in which graphic objects are used to indicate the steps & decisions that are taken as the process moves along from start to finish. Individual steps are represented by boxes and other shapes on the flowchart, with arrows between those shapes indicating the order in which the steps are taken.
  • 63. Start or stop Process Input or output Connector Decision Flow line Off-page connector Flowchart Symbols
  • 65. readablereadable programprogram?? A program that is easy to read & understand, and therefore, easy to maintain & enhance
  • 67. Developing Short Programs1. Read, understand the problem 2. Do you have all the required data? No: Get it Else assume it. State it explicitly 3. Do the design 4. Write test cases 5. Write the code on a piece of paper 6. Hand-check it 7. Type it in 8. Run & check it on test cases 9. Errors? fix & redo 9 Done!
  • 68. DOCUMENTATION Internal Documentation:  Remarks written with the instructions to explain what is being done in the program External Documentation:  Manuals/Help Menus written about the solution.

Editor's Notes

  1. In the First unit , we are going to discuss the problem solving ability , the steps to ensure that we have chosen the best solution alternative for solving the problem in hand, the tools to analyze the problem domain, the steps to develop a program and the basic programming concepts.