Greenwood High Grade-6 Basics of Programming
Greenwood High Grade-6 Basics of Programming
Grade-6
Basics of Programming
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PROBLEM SOLVING METHODS
1.Pseudocode
2.Flowchart
3.Trace table
Variables – are named memory location. The value varies during the
execution of the program. example: - quiz1/quiz2/quiz3
Variable naming conventions.
1) Always give meaningful variable name.
2) Never start with a number or symbol.
3) Only symbol used is underscore.
4) Keywords cannot be used as variable names.
Constant – The values will not change during the execution of the
program. example: - PI(3.14).
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2.Flowchart - A graphical representation of data, information and
workflow using certain symbols that are connected to flow lines to
describe the instructions done in problem solving.
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Example: -
START
INPUT
quiz1,quiz2,quiz3
←
TotalMark ←quiz1+quiz2+quiz3
PRINT TotalMark
STOP