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Greenwood High Grade-6 Basics of Programming

The document discusses different problem solving methods for programming including pseudocode, flowcharts, and trace tables. It provides examples and explanations of each method. Variables, constants, and keywords are also defined.

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Darshnetran
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0% found this document useful (0 votes)
16 views

Greenwood High Grade-6 Basics of Programming

The document discusses different problem solving methods for programming including pseudocode, flowcharts, and trace tables. It provides examples and explanations of each method. Variables, constants, and keywords are also defined.

Uploaded by

Darshnetran
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
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Download as PDF, TXT or read online on Scribd
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GREENWOOD HIGH

Grade-6
Basics of Programming

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2
3
PROBLEM SOLVING METHODS
1.Pseudocode
2.Flowchart
3.Trace table

1.Pseudocode - is a sequence of instructions to solve a problem,


written in human language, and it can solve any problems when it is
used with the correct procedure.
Example:-
START
INPUT quiz1, quiz2, quiz3
TotalMark quiz1+quiz2+quiz3
PRINT TotalMark
END
(Note:- ‘ ’ refers to assignment operator. The sum of the values of
quiz1, quiz2 and quiz3 are assigned to TotalMark)

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).

Keywords – are reserved words and always written in Upper case.


Example: - INPUT, PRINT, IF, ELSE etc.

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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

3.Trace table - A trace table is a technique used to test algorithms


or computer programs for logic errors.
Example: -
Quiz1 Quiz 2 Quiz3 Total
3 6 7 16
2.4 6.8 5.5 14.7

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