This document provides an introduction to computer science and programming concepts such as algorithms, flowcharts, and pseudocode. It discusses how to solve problems with computers by writing programs, and the steps involved in the program development cycle of analyzing a problem, designing an algorithm, implementing the program, and testing it. The document also explains algorithms, flowcharts, and pseudocode as tools to plan and represent programs, and provides examples of writing algorithms and drawing flowcharts. Finally, it briefly discusses programming tools that aid software development.
Introduction,Developing a Program, Program Development Life Cycle, Algorithm,Flowchart,Flowchart Symbols,Guidelines for Preparing Flowcharts,Benefits and Limitations of Flowcharts
Introduction,Developing a Program, Program Development Life Cycle, Algorithm,Flowchart,Flowchart Symbols,Guidelines for Preparing Flowcharts,Benefits and Limitations of Flowcharts
In this video you will learn about
--Introduction to Algorithms
--Characteristics of an Algorithm
--Algorithms Analysis
--Priori Analysis
-- Posterior Analysis
-- Algorithm Efficiency
--Time Complexity
--Space Complexity
--Algorithm Design Tools
-- Pseudocode
--Flowchart
--Asymptotic Analysis/ Notations
--Big-Oh Notation
--Omega Notation
--Theta Notation
Computer programming:Know How to FlowchartAngelo Tomboc
This topic guides you how to flowchart...What are the symbols. Some mathematical symbols are included to especially equal,more than, less than, not equal, more than or equal to, and less than or equal to. Flowcharting...what is that???Flowcharting is just a building house using your bricks, tools in carpenter, and a blueprint...So, [G]LHF ([G]OOD LUCK HAVE FUN) ^_^
In this video you will learn about
--Introduction to Algorithms
--Characteristics of an Algorithm
--Algorithms Analysis
--Priori Analysis
-- Posterior Analysis
-- Algorithm Efficiency
--Time Complexity
--Space Complexity
--Algorithm Design Tools
-- Pseudocode
--Flowchart
--Asymptotic Analysis/ Notations
--Big-Oh Notation
--Omega Notation
--Theta Notation
Computer programming:Know How to FlowchartAngelo Tomboc
This topic guides you how to flowchart...What are the symbols. Some mathematical symbols are included to especially equal,more than, less than, not equal, more than or equal to, and less than or equal to. Flowcharting...what is that???Flowcharting is just a building house using your bricks, tools in carpenter, and a blueprint...So, [G]LHF ([G]OOD LUCK HAVE FUN) ^_^
Introduction
The term problem solving is used in many disciplines, sometimes with different perspectives and
often with different terminologies. The problem-solving process starts with the problem
specification and end with a correct program.
The steps to follow in the problem-solving process are:
Problem definition
Problem Analysis
Algorithm development
Coding
Testing & Debugging
Documentation & Maintenance
The stages of analysis, design, programming, implementation and maintenance form the life cycle
of the system.
Observation of Io’s Resurfacing via Plume Deposition Using Ground-based Adapt...Sérgio Sacani
Since volcanic activity was first discovered on Io from Voyager images in 1979, changes
on Io’s surface have been monitored from both spacecraft and ground-based telescopes.
Here, we present the highest spatial resolution images of Io ever obtained from a groundbased telescope. These images, acquired by the SHARK-VIS instrument on the Large
Binocular Telescope, show evidence of a major resurfacing event on Io’s trailing hemisphere. When compared to the most recent spacecraft images, the SHARK-VIS images
show that a plume deposit from a powerful eruption at Pillan Patera has covered part
of the long-lived Pele plume deposit. Although this type of resurfacing event may be common on Io, few have been detected due to the rarity of spacecraft visits and the previously low spatial resolution available from Earth-based telescopes. The SHARK-VIS instrument ushers in a new era of high resolution imaging of Io’s surface using adaptive
optics at visible wavelengths.
Seminar of U.V. Spectroscopy by SAMIR PANDASAMIR PANDA
Spectroscopy is a branch of science dealing the study of interaction of electromagnetic radiation with matter.
Ultraviolet-visible spectroscopy refers to absorption spectroscopy or reflect spectroscopy in the UV-VIS spectral region.
Ultraviolet-visible spectroscopy is an analytical method that can measure the amount of light received by the analyte.
THE IMPORTANCE OF MARTIAN ATMOSPHERE SAMPLE RETURN.Sérgio Sacani
The return of a sample of near-surface atmosphere from Mars would facilitate answers to several first-order science questions surrounding the formation and evolution of the planet. One of the important aspects of terrestrial planet formation in general is the role that primary atmospheres played in influencing the chemistry and structure of the planets and their antecedents. Studies of the martian atmosphere can be used to investigate the role of a primary atmosphere in its history. Atmosphere samples would also inform our understanding of the near-surface chemistry of the planet, and ultimately the prospects for life. High-precision isotopic analyses of constituent gases are needed to address these questions, requiring that the analyses are made on returned samples rather than in situ.
(May 29th, 2024) Advancements in Intravital Microscopy- Insights for Preclini...Scintica Instrumentation
Intravital microscopy (IVM) is a powerful tool utilized to study cellular behavior over time and space in vivo. Much of our understanding of cell biology has been accomplished using various in vitro and ex vivo methods; however, these studies do not necessarily reflect the natural dynamics of biological processes. Unlike traditional cell culture or fixed tissue imaging, IVM allows for the ultra-fast high-resolution imaging of cellular processes over time and space and were studied in its natural environment. Real-time visualization of biological processes in the context of an intact organism helps maintain physiological relevance and provide insights into the progression of disease, response to treatments or developmental processes.
In this webinar we give an overview of advanced applications of the IVM system in preclinical research. IVIM technology is a provider of all-in-one intravital microscopy systems and solutions optimized for in vivo imaging of live animal models at sub-micron resolution. The system’s unique features and user-friendly software enables researchers to probe fast dynamic biological processes such as immune cell tracking, cell-cell interaction as well as vascularization and tumor metastasis with exceptional detail. This webinar will also give an overview of IVM being utilized in drug development, offering a view into the intricate interaction between drugs/nanoparticles and tissues in vivo and allows for the evaluation of therapeutic intervention in a variety of tissues and organs. This interdisciplinary collaboration continues to drive the advancements of novel therapeutic strategies.
This pdf is about the Schizophrenia.
For more details visit on YouTube; @SELF-EXPLANATORY;
https://www.youtube.com/channel/UCAiarMZDNhe1A3Rnpr_WkzA/videos
Thanks...!
1. INTRODUCTION TOCOMPUTER SCIENCE
CSC 1302
LECTURE 5
Department of Maths and Computer-
Science
Faculty of Natural and Applied Science
BY
UMAR DANJUMA MAIWADA
3. SOLVING PROBLEMS WITH COMPUTER
Computer works by obeying a sequence of
instructions, which constitutes a program.
To solve a problem with computer, there
must be a program to solve it.
A program needs careful planning, good
organization.
A problem can be solved by writing a
program in one of many programming
languages, such as C++, Java, Pascal, and
Python.
3
4. TO SOLVE A PROBLEM USING A COMPUTER
The following are needed:
Clear idea
Know input
Know output
Know strategy (program)
4
DATA
PROGRA
M
RESUL
T
5. STEPS INVOLVED IN SOLVING A PROBLEM
Understand the problem.
Breaking the problem into manageable pieces.
Designing a solution.
Considering alternatives to the solution and refining
the solution.
Implementing the solution.
Testing the solution and fixing any problems that
exist.
5
6. PROGRAM DEVELOPMENT CYCLE
Analyse: Define the problem - Have a clear idea of
what data (or input) are given and the relationship
between the input and the desired output.
Design: Plan the solution to the problem - logical
sequence of precise steps that solve the problem.
Such a sequence of steps is called an algorithm.
Choose the interface: Select the objects - how the
input will be obtained and how the output will be
displayed. Then create objects to receive the input
and display the output.
Code: Translate the algorithm into a programming
language - Coding is the technical word for writing
the program. During this stage, the program is written
in programming language of choice and entered into
6
7. 7
o Test and debug: Locate and remove any errors
in the program - Testing is the process of finding
errors in a program, and debugging is the
process of correcting errors that are found.
many errors occurring due to typing mistakes,
flaws in the algorithm, or incorrect usages of the
programming language rules only can be
uncovered and corrected by careful detective
work.
o Complete the documentation: Organize all the
material that describes the program -
Documentation is intended to allow another
person or the programmer at a later date, to
understand the program. Internal documentation
consists of statements in the program that are
not executed, but point out the purposes of
various parts of the program.
8. ALGORITHMS
Algorithm is a set of instructions which is taken in
order to lead to a solution.
Algorithm consist of a sequence of operation for the
particular solution of the stated problem.
It does not have to be written in computer
language.
Algorithms have a definite beginning and a definite
end, and a finite number of steps.
9. PROPERTIES OF ALGORITHM
Must be able to determine after a finite number of
steps e.g listing all counting numbers is not an
algorithm
The steps must be clearly stated
The input (Data) must be clear and well defined
Given correct input, the algorithm must give correct
output (GIGO).
An algorithm must be efficient in terms of time
consumption and computer memory space.
9
10. HOW TO DEVELOP A PROGRAM
Problem formulation
Design the algorithm
Converting the algorithm into computer program
Debugging and testing of the program
10
11. QUALITIES OF A GOOD ALGORITHM
Inputs and outputs should be defined precisely.
Each steps in algorithm should be clear and
unambiguous.
Algorithm should be most effective among many
different ways to solve a problem.
An algorithm shouldn't have computer code.
Instead, the algorithm should be written in such a
way that, it can be used in similar programming
languages
11
12. EXAMPLE OF A SIMPLE ADDITION ALGORITHM
Step 1: Start
Step 2: Declare variables num1, num2 and sum.
Step 3: Read values num1 and num2.
Step 4: Add num1 and num2 and assign the result
to sum.
sum←num1+num2
Step 5: Display sum
Step 6: Stop
12
13. GIVEN VALUES OF THE VARIABLE P, Q, R,
COMPUTE THE VALUE OF H=6P+8Q-R THEN
WRITE ALGORITHM
Get values of p, q, and r
Compute H=6.p+8.q-r
Report the resulting value of H
End
13
14. WRITE THE ALGORITHM FOR THE PROGRAM WHEN TAKES IN VALUES
OF A, B, C, D, E AND Y AND COMPUTE X= A.Y.Y.Y.Y + B.Y.Y.Y +
C.Y.Y.D.Y+E
Get values of A, B, C, D, E, Y
Compute X=A.Y.Y.Y.Y+B.Y.Y.Y+C.Y.Y-D.Y+E
Report the resulting value of X
End
14
15. FLOW CHART
Flow chart is a diagrammatic representation of an
algorithm or a program.
A flow chart is a type of diagram representing a
process using different symbols containing
information about steps or a sequence of events.
Flowcharts are helpful for:
Aiding understanding of relationships among different
process steps
Collecting data about a particular process
Helping with decision making
Measuring the performance of a process
Depicting the structure of a process
Tracking the process flow
Highlighting important steps and eliminating the
unnecessary steps
A flowchart consists of special geometric symbols
15
16. 16
The main advantage of using a flowchart
to plan a task is that it provides a pictorial
representation of the task, which makes
the logic easier to follow. We can clearly
see every step and how each step is
connected to the next.
The major disadvantage with flowcharts
is that when a program is very large, the
flowcharts may continue for many pages,
making them difficult to follow and modify.
17. A TABLE OF THE FLOWCHART SYMBOLS ADOPTED BY THE
AMERICAN NATIONAL STANDARDS INSTITUTE (ANSI)
FOLLOWS.
17
19. GENERAL RULES FOR FLOW CHARTING
1. All boxes of the flowchart are connected with Arrows. (Not
lines)
2. Flowchart symbols have an entry point on the top of the
symbol with no other entry points. The exit point for all
flowchart symbols is on the bottom except for the Decision
symbol.
3. The Decision symbol has two exit points; these can be on
the sides or the bottom and one side.
4. Generally a flowchart will flow from top to bottom. However,
an upward flow can be shown as long as it does not exceed 3
symbols.
5. Connectors are used to connect breaks in the flowchart.
Examples are:
• From one page to another page.
• From the bottom of the page to the top of the same page.
• An upward flow of more than 3 symbols
6. Subroutines and Interrupt programs have their own and
independent flowcharts.
19
20. EXAMPLES
1. Draw a flow chart of y=3x+5
20
START
READ X
Y=3X+5
WRITE
Y
STOP
21. 21
2. Draw the flow chart of the program which computes Z=2y+3x+3
START
READ
X,Y
Z=2y+3X+3
WRITE
Z
STOP
22. 22
3. Draw the flow chart of the program which computes the gradient of the line
joining (x1, y1) and (x2, y2)
START
READ
X1,Y1, X2,
Y2
U=(Y2-Y1)/(X2-X1)
WRITE U
STOP
23. PSEUDOCODE
Pseudocode is an abbreviated version of actual
computer code (hence, pseudocode). The
geometric symbols used in flowcharts are replaced
by English-like statements that outline the process.
Pseudocode allows the programmer to focus on the
steps required to solve a problem rather than on
how to use the computer language.
Pseudocode has several advantages. It is compact
and probably will not extend for many pages as
flowcharts commonly do.
23
24. PROGRAMMING TOOLS
A programming tool may be any software program
or utility that aids software developers or
programmers in creating, editing, debugging,
maintaining and/or performing any programming or
development-specific task.
Programming tools were initially designed to
support or complement programming languages by
providing the functionality and features these
languages did not have.
Compilers, linkers, assemblers, disassemblers,
load testers, performance analysts, GUI
development tools and code editors are also all
forms of programming tools.
24