Algorithms, Flowcharts, and Pseudocode
The Pseudocode
Is an outline of the logic of the program you will write. It is like doing a summary of the program before it is written. This expresses the logic of what you want the program to do.
OR
It is also the actual processing steps within the problem-solving logic. It is a code that consists of English-language statements that describe the process steps of a program in paragraph form. Pseudocode is a kind of structured English for describing algorithms. It allows the designer to focus on the logic of the algorithm without being distracted by details of language syntax. At the same time, the Pseudo code needs to be complete. It describes the entire logic of the algorithm so that implementation becomes a rote mechanical task of translating line by line into the source code. In general, the vocabulary used in the Pseudocode should be the vocabulary of the problem domain, not of the implementation domain. The Pseudocode is a narrative for someone who knows the requirements (problem domain) and is trying to learn how the solution is organized. Pseudo code: In pseudo code, there are statements for initializing variables and writing to files; in structured English, these things can be ignored as it is just the logic that is needed.
Some examples, illustrating the difference, are given in the table below:
Structure
|
Structured English example
|
Pseudocode example
|
Assignment
|
MULTIPLY Number1 BY Number2 TO GET Product
|
Product ← Number1 * Number2
|
Selection
|
IF score > 70 THEN
SET Grade TO Merit |
If score > 70
Then gradeß merit” End If |
Iteration
|
REPEAT UNTIL X = 10
Input Number
Add Number to X
|
Repeat
Input Number
X ß X + Number
Until X = 10
|
It is a graphics standard symbol representation detailing the entire program within a system and how the symbols interrelate? Flowcharts will show all major inputs and outputs and will depict the problem-solving logic with the program. The flowchart is a means of visually presenting the flow of data through an information processing systems, the operations performed within the system, and the sequence in which they are performed. In this lesson, we shall concern ourselves with the program flowchart, which describes what operations (and in what sequence) are required to solve a given problem. The program flowchart can be likened to the blueprint of a building. As we know, a designer draws a blueprint before starting construction on a building. Similarly, a programmer prefers to draw a flowchart prior to writing a computer program. As in the case of the drawing of a blueprint, the flowchart is drawn according to defined rules and using standard flowchart symbols prescribed by the American National Standard Institute, Inc.
Meaning of a Flowchart: A flowchart is a diagrammatic representation that illustrates the sequence of operations to be performed to get the solution of a problem. Flowcharts are generally drawn in the early stages of formulating computer solutions. Flowcharts facilitate communication between programmers and business people. These flowcharts play a vital role in the programming of a problem and are quite helpful in understanding the logic of complicated and lengthy problems. Once the flowchart is drawn, it becomes easy to write the program in any high-level language. Often we see how flowcharts are helpful in explaining the program to others. Hence, it is correct to say that a flowchart is a must for the better documentation of a complex program.
The Flowchart Symbols: There are six basic symbols commonly used in flowcharting of assembly language programs:
1. Terminal 2. Process 3. Input/output
4. Decision 5. Connector 6. Flowchart
4. Decision 5. Connector 6. Flowchart
The System Flowchart:
"System Flow chart is designed before a program flowchart And is developed to solve and show the problem in a small and quick way."
|
The Program Flowchart:
" Program Flow Charts Are the actual processing steps within the problem-solving logic Program flowcharts are developed in more detail showing every design symbol that is needed."
|
Rules for Flowcharting:
· All boxes of the flowchart are connected with arrows. (Not lines)
· 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. The Decision symbol has two exit points; these can be on the sides or the bottom and one side.
· Generally a flowchart will flow from top to bottom.
· Connectors are used to connect breaks in the flowchart. Examples are: from one page to another page, and from the bottom of the page to the top of the same page.
· Subroutines have their own and independent flowcharts.
· All flowcharts start with a terminal.
· All flowcharts end with a terminal.
fb page :- CAREER MITRA FOLLOW the Blog – Pratiyogita sutra
"अगर आपको यह पोस्ट पसंद आयी हो तो इसे LIKE और SHARE, COMMENT जरूर करें" और सबसे पहले जानकारी पाने के लिए BLOG को SUBSCRIBE करे "
algorithms, flowcharts, pseudo code
fb page :- CAREER MITRA
FOLLOW the Blog – Pratiyogita sutra
"अगर आपको यह पोस्ट पसंद आयी हो तो इसे LIKE और SHARE, COMMENT जरूर करें" और सबसे पहले जानकारी पाने के लिए BLOG को SUBSCRIBE करे "
algorithms, flowcharts, pseudo code
No comments:
Post a Comment