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9th CS Unit-1-Key Points

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0% found this document useful (0 votes)
41 views3 pages

9th CS Unit-1-Key Points

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gorgeousfighter0
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© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
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9th – Computer Science

Unit# 1 – Exercise

Key Points

1. The Five W's: These are basic questions used to understand a


problem fully. They include Who (involved), What (happens),
When (it occurs), Where (it occurs), and Why (it's happening).

2. Types of Test Data: Test data are sets of inputs used to check if
a program works correctly. They include:

Boundary data: These are inputs at the edge or limit of what the
program can handle. For example, if a program accepts numbers
from 1 to 10, boundary data would include 1 and 10 to test if the
program handles the minimum and maximum values correctly.

Valid data: This is like giving the program the right kind of
information it expects. For example, if a program asks for your
age, valid data would be entering a number like “7” or “12”.

Invalid data: This is like giving the program information it can’t


understand or use. For instance, if a program asks for your age
and you type “apple” instead of a number, or if you type “-3” for
your age, that’s invalid data because it’s not a number or it’s not
possible for age to be negative.

Absent data: This is like forgetting to give the program the


information it needs to work. For example, if a program asks for
1
your name but you leave the space blank and don’t type
anything, that’s absent data because the program needs your
name to continue but you didn’t provide it.

Wrong data: These are inputs that are technically within the
expected range but are incorrect for the specific context of the
program. For example, entering alphabetic characters when the
program expects numeric input.

By testing with all these types of data, developers can ensure


that their program functions correctly under various scenarios.

3. Identification and Correction of Errors using a Trace Table: This


involves tracking the values of variables as a program runs to
find and fix mistakes. A trace table is a chart showing how values
change at each step.

4. Strategies for Planning a Solution:

Divide and conquer: This means splitting a big problem into


smaller, easier-to-solve parts. It's like breaking a large puzzle into
smaller pieces to solve them one by one.

Guess, check, and improve: This involves making a guess at a


solution, trying it out, checking if it works, and then making
improvements based on what you learn. It's like guessing the
answer to a riddle, checking if it's correct, and then adjusting
your guess if needed.

2
Act it out: This means physically or mentally acting out the
problem to understand it better or test possible solutions. It's like
role-playing a scenario to see how different actions might play
out.

Prototype: This involves creating a simple version of a solution to


test its feasibility or effectiveness. It's like building a rough draft
or model of something before making the final version.

5. Candid Solutions of a Problem: These are straightforward


solutions to a problem, without hiding any limitations or
weaknesses.

6. Validation and Verification:


Validation checks if the solution meets the requirements of the
problem. It asks, "Does the solution solve the problem as
intended?"

Verification checks if the solution was implemented correctly. It


asks, "Was the solution built and executed properly?"

7. Advantages and Disadvantages of Flowcharts and Algorithms:


Flowcharts visually represent the steps of a solution, making it
easier to understand for humans. However, they can become
complex for larger problems.

Algorithms are step-by-step procedures for solving a problem.


They can be efficient but may require precise implementation
and understanding.

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