Pseudocode and Flowchart 1 2
Pseudocode and Flowchart 1 2
The term algorithm originally referred to any computation performed via a set of rules
applied to numbers written in decimal form. The word is derived from the phonetic
pronunciation of the last name of Abu Ja'far Mohammed ibn Musa al-Khowarizmi, who
was an Arabic mathematician who invented a set of rules for performing the four basic
arithmetic operations (addition, subtraction, multiplication and division) on decimal
numbers.
Throughout history, man has thought of ever more elegant ways of reducing the amount
of labour needed to do things. A computer has immense potential for saving time/energy,
as most (computational) tasks that are repetitive or can be generalised can be done by a
computer. For a computer to perform a desired task, a method for carrying out some
sequence of events, resulting in accomplishing the task, must somehow be described to
the computer. The algorithm can be described on many levels because the algorithm is
just the procedure of steps to take and get the result. The language used to describe an
algorithm to other people will be quite different from that which is used by the computer,
however the actual algorithm will in essence be the same. An example of an algorithm
people use would be a recipe to make a cake.
This breaks down 'Making Chinese egg custard' into smaller steps. To make the product
one still needs to know how to execute each of the steps in the procedure and understand
all of the terms.
Definition:
A procedure is a finite sequence of well-defined instructions, each of which can be
mechanically carried out in a finite amount of time.
The procedure must break up the problem solution into parts that the recipient party can
understand and execute. In the case of a computer, the problem solution is usually in the
form of a program that encompasses the algorithm and explains to the computer a clearly
defined procedure for achieving the solution. The procedure must consist of smaller steps
each of which the computers understand. There may be no ambiguities in the translation
of the procedure into the necessary action to be taken. A program is then just a specific
realisation of an algorithm, which may be executed on a physical device.
Definition:
An algorithm is procedure consisting of a finite set of unambiguous rules (instructions)
which specify a finite sequence of operations that provides the solution to a problem, or
to a specific class of problems for any allowable set of input quantities (if there are
inputs). In other word, an algorithm is a step-by-step procedure to solve a given
problem
Alternatively, we can define an algorithm as a set or list of instructions for carrying out
some process step by step. A recipe in a cookbook is an excellent example of an
algorithm. The recipe includes the requirements for the cooking or ingredients and the
method of cooking them until you end up with a nice cooked dish.
In the same way, algorithms executed by a computer can combine millions of elementary
steps, such as additions and subtractions, into a complicated mathematical calculation.
Also by means of algorithms, a computer can control a manufacturing process or co-
One of the obstacles to overcome in using a computer to solve your problems is that of
translating the idea of the algorithm to computer code (program). People cannot normally
understand the actual machine code that the computer needs to run a program, so
programs are written in a programming language such as C or Pascal, which is then
converted into machine code for the computer to run.
2.2 FLOWCHARTS
Flowcharting is a tool developed in the computer industry, for showing the steps
involved in a process. A flowchart is a diagram made up of boxes, diamonds and other
shapes, connected by arrows - each shape represents a step in the process, and the arrows
show the order in which they occur. Flowcharting combines symbols and flowlines, to
show figuratively the operation of an algorithm.
In computing, there are dozens of different symbols used in flowcharting (there are even
national and international flowcharting symbol standards). In business process analysis, a
couple of symbols are sufficient. A box with text inside indicates a step in the process,
while a diamond with text represents a decision point. See the figure for an example.
If the flowchart is too messy to draw, try starting again, but leaving out all of the decision
points and concentrating on the simplest possible course. Then the session can go back
and add the decision points later. It may also be useful to start by drawing a high-level
flowchart for the whole organisation, with each box being a complete process that has to
be filled out later.
From this common understanding can come a number of things - process improvement
ideas will often arise spontaneously during a flowcharting session. And after the session,
the facilitator can also draw up a written procedure - a flowcharting session is a good way
of documenting a process.
Process improvement starts with an understanding of the process, and flowcharting is the
first step towards process understanding.
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.
Flowcharting uses symbols that have been in use for a number of years to represent the
type of operations and/or processes being performed. The standardised format provides a
common method for people to visualise problems together in the same manner. The use
of standardised symbols makes the flow charts easier to interpret, however, standardising
symbols is not as important as the sequence of activities that make up the process.
Flowcharting Tips
• Chart the process the way it is really occurring. Do not document the way a written
process or a manager thinks the process happens.
• People typically modify existing processes to enable a more efficient process. If the
desired or theoretical process is charted, problems with the existing process will not
be recognised and no improvements can be made.
• Include mental steps in the process such as decisions. These steps are sometimes left
out because of familiarity with the process, however, represent sources of problems
due to a possible lack of information used to make the decision can be inadequate or
incorrect if performed by a different person.
Example 1. Design an algorithm and the corresponding flowchart for adding the test
scores as given below:
1. Start
2. Sum = 0
3. Get the first testscore
4. Add first testscore to sum
5. Get the second testscore
6. Add to sum
7. Get the third testscore
8. Add to sum
9. Get the Forth testscore
10. Add to sum
11. Get the fifth testscore
12. Add to sum
13. Get the sixth testscore
14. Add to sum
15. Output the sum
16. Stop
Start
Sum = 0
Output Sum
STOP
The algorithm and the flowchart above illustrate the steps for solving the problem of
adding six testscores. Where one testscore is added to sum at a time. Both the algorithm
and flowchart should always have a Start step at the beginning of the algorithm or
flowchart and at least one stop step at the end, or anywhere in the algorithm or flowchart.
Since we want the sum of six testscore, then we should have a container for the resulting
sum. In this example, the container is called sum and we make sure that sum should start
with a zero value by step 2.
1. Start
2. Sum = 0
3. Get a value
4. sum = sum + value
5. Go to step 3 to get next Value
6. Output the sum
7. Stop
Start
Sum =
Get a value
Output
STOP
This algorithm and its corresponding flowchart are a bit shorter than the first one. In this
algorithm, step 3 to 5 will be repeated, where a number is obtained and added to sum.
Similarly the flowchart indicates a flowline being drawn back to the previous step
indicating that the portion of the flowchart is being repeated. One problem indicates that
these steps will be repeated endlessly, resulting in an endless algorithm or flowchart. The
algorithm needs to be improved to eliminate this problem. In order to solve this problem,
we need to add a last value to the list of numbers given. This value should be unique so
that, each time we get a value, we test the value to see if we have reached the last value.
In this way our algorithm will be a finite algorithm which ends in a finite number of steps
as shown below. There are many ways of making the algorithm finite.
The new list of numbers will be 26, 49, 498, 9387, 48962, 1, -1. The value –1 is a unique
number since all other numbers are positive.
1. Start
2. Sum = 0
3. Get a value
Corresponding flowchart
START
Sum = 0
Get a value
Value Yes
= -1
No
STOP
3. DATA TYPES
Although some contemporary languages allow programmers to invent his own data
types, and define their related operations, there are a number of traditional data types
found in most languages:
Integer
Integers are numeric data items, which are either positive or negative including zero, i.e.
1, 488, -22, 0, 456. Some programming languages put restrictions on the magnitude of
integers which may be used in program instructions. These restrictions are usually
dependent on the size of the memory location of the computer in which the language
may run.
There are two types of real numbers, Fixed-Point and Floating Point.
Fixed Point
Fixed point data items are numbers which have embedded decimal point i.e. 1.5,
458.4589, -0.569.
Floating Point
Floating point data items are numbers, which are, held as binary fractions by a computer.
The numbers are expressed in a form where you have a mantissa and an exponent, for
example
Floating point representation of data is used to overcome the restrictions placed on the
magnitude of numbers by the size of computer’s memory locations.
Character
Character data, sometimes referred to as “string” data, may consist of any digits, letters of
the alphabet or symbols which, the internal coding system of the computer is capable of
representing. Many programming languages require character data to be enclosed by
quotation marks when used in program instructions, for example PRINT “HAPPY NEW
YEAR”.
Boolean
Boolean data items are used as status indicators and may contain only one of two possible
values: True or False.
DATA ITEM
There are two basic methods of using data items in a program:
a) Constants
Data items are sometimes required to keep their values throughout the program, hence the
term constant. A constant is a specific value or character string used explicitly in an
operation. Consider the constant values 47.5, 1, and 13 in the example below.
Multiply … by 47.5
Add 1 to …
If … = 13
Print “PLEASE INPUT TODAY’S DATE”
Assignment
The assignment operation is used to assign a name to a value. Thus it is used whenever
you need to keep track of a value that is needed later. Some typical uses include:
The assignment operator is not commute i.e. x = e is not the same as e = x. The variable
must be declared. Variables used in the expression must be defined (have values). The
type of the expression must be compatible with the type of the variable.
The order in which assignments are performed is important for example, if the first and
second assignments in the swap sequence were interchanged, x and y would end up
assigned to the same value. The input operation and the output operation share some of
the same constraints.
2.5 PSEUDOCODE
Pseudocode is one of the tools that can be used to write a preliminary plan that can be
developed into a computer program. Pseudocode is a generic way of describing an
algorithm without use of any specific programming language syntax. It is, as the name
suggests, pseudo code —it cannot be executed on a real computer, but it models and
resembles real programming code, and is written at roughly the same level of detail.
Pseudocode, by nature, exists in various forms, although most borrow syntax from
popular programming languages (like C, Lisp, or FORTRAN). Natural language is used
whenever details are unimportant or distracting.
In the algorithm design, the steps of the algorithm are written in free English text and,
although brevity is desired, they may be as long as needed to describe the particular
operation. The steps of an algorithm are said to be written in pseudocode.
Many languages, such as Pascal, have a syntax that is almost identical to pseudocode and
hence make the transition from design to coding extremely easy.
The following section deal with the control structures (control constructs) Sequence,
Selection and Iteration or Repetition.
For example, suppose you are required to design an algorithm for finding the average of
six numbers, and the sum of the numbers is given. The pseudocode will be as follows
Start
Get the sum
Average = sum / 6
Output the average
Stop
Average = sum/6
Output sum
Stop
Example 3: This is the pseudo-code required to input three numbers from the keyboard
and output the result.
Example 4: The following pseudo-code describes an algorithm which will accept two
numbers from the keyboard and calculate the sum and product displaying the answer on
the monitor screen.
The decision structure or mostly commonly known as a selection structure, is case where
in the algorithm, one has to make a choice of two alternatives by making decision
depending on a given condition.
Task-A Task-B
If condition is true
Then do task A
else
Do Task-B
In this example, the condition is evaluated, if the condition is true Task-A is evaluated
and if it is false, then Task-B is executed.
False
Condition
True
Task-A
Making Choices
There are many occasions where a program is required to take alternative actions. For
example, there are occasions where we need to take action according to the user choice.
All computer languages provide a means of selection. Usually it is in the form of If
statement and our pseudo-code is no exception to this.
We will use the if statement together with logical operators to test for true or false as
shown below.
If a = b
print “a = b”
Example 5: The following shows how the selection control structure is used in a program
where a user chooses the options for multiplying the numbers or adding them or
subtracting.
In everyday language we say things like If I had the time and the money I would go on
holiday. The and means that both conditions must be true before we take an action. We
might also say I am happy to go to the theatre or the cinema. The logical link this time
is or . Conditions in if statements are linked in the same way. Conditions linked with and
only result in an action when all conditions are true. For example, if a >b and a > c then
display “a is the largest”. Conditions linked with an or lead to an action when either or
both are true.
Example 6: The program is to input a examination mark and test it for the award of a
grade. The mark is a whole number between 1 and 100. Grades are awarded according to
the following criteria:
>= 80 Distinction
>= 60 Merit
>= 40 Pass
< 40 fail
The pseudo-code is
An if statement on its own is often not the best way of solving problems. A more elegant
set of conditions can be created by adding an else statement to the if statement. The else
statement is used to deal with situations as shown in the following examples.
Example 7: A person is paid at top for category 1 work otherwise pay is at normal rate.
The following example illustrate the use of if … else statements in implementing double
alternative conditions.
Example 8: The following program segment outputs a message to the monitor screen
describing the insurance available according to a category input by the user.
Condition False
True
Task
Any program instruction that repeats some statement or sequence of statements a number
of times is called an iteration or a loop. The commands used to create iterations or loops
Example 9: A program segment repeatedly asks for entry of a number in the range 1 to
100 until a valid number is entered.
REPEAT
DISPLAY “Enter a number between 1 and 100”
ACCEPT number
UNTIL number < 1 OR number > 100
Example 10. A survey has been carried out to discover the most popular sport. The
results will be typed into the computer for analysis. Write a program to accomplish this.
REPEAT
DISPLAY “Type in the letter chosen or Q to finish”
DISPLAY “A: Athletics”
DISPLAY “S: Swimming”
DISPLAY “F: Football”
DISPLAY “B: Badminton”
DISPLAY “Enter data”
ACCEPT letter
If letter = ‘A’ then
Athletics = athletics + 1
If letter = ‘S’ then
Swimming = Swimming + 1
If letter = ‘F’ then
Football = Football + 1
If letter = ‘B’ then
Badminton = Badminton + 1
UNTIL letter = ‘Q’
DISLAY “Athletics scored”, athletics, “votes”
DISLAY “Swimming scored”, swimming, “votes”
DISLAY “Football scored”, football, “votes”
DISLAY “Badminton scored”, Badminton, “votes”
Example 11: A program segment to print out each character typed at a keyboard until the
character ‘q’ is entered.
WHILE letter <> ‘q’
ACCEPT letter
DISPLAY “The character you typed is”, letter
ENDWHILE
Example 12: Write a program that will output the square root of any number input until
the number input is zero.
In some cases, a variable has to be initialised before execution of the loop as shown in
the following example.
Use variable: number of type real
DISPLAY “Type in a number or zero to stop”
ACCEPT number
WHILE number <> 0
Square = number * number
DISPLAY “The square of the number is”, square
DISPLAY “Type in a number or zero to stop”
ACCEPT number
ENDWHILE
Loop 1
Loop 2
Loop 3
Loop 4
Example 14: Write a program to calculate the sum and average of a series of numbers.
The pseudo-code solution is:
Use variables: n, count of the type integer
Sum, number, average of the type real
DISPLAY “How many numbers do you want to input”
ACCEPT count
SUM = 0
FOR (n = 1, n <= count, n + 1)
DISPLAY “Input the number from your list”
ACCEPT number
SUM = sum + number
ENDFOR
Average = sum / count
DISPLAY “The sum of the numbers is “, sum
DISPLAY “Average of the numbers is “, average
Flowcharts have been used in this section to illustrate the nature of the three control
structures. These three are the basic control structures out of which all programs are built.
Beyond this, flowcharts serve the programmer in two distinct ways: as problem solving
tools and as tools for documenting a program.
Example
Design an algorithm and the corresponding flowchart for finding the sum of n numbers.
Pseudocode Program
Start
Sum = 0
Display “Input value n”
Input n
For(I = 1, n, 5)
Input a value
Sum = sum + value
ENDFOR
Output sum
Stop
In this example, we have used I to allow us to count the numbers, which we get for the
addition. We compare I with n to check whether we have exhausted the numbers or not in
order to stop the computation of the sum (or to stop the iteration structure). In such a
case, I is referred to as a counter.
Start
Sum = 0
I=1
Input a number
True
I>n
I=I+1
Exercise
1. Design an algorithm and the corresponding flowchart for finding the sum of
the numbers 2, 4, 6, 8, …, n
2. Using flowcharts, write an algorithm to read 100 numbers and then display the
sum.
3. Write an algorithm to read two numbers then display the largest.
4. Write an algorithm to read two numbers then display the smallest
5. Write an algorithm to read three numbers then display the largest.
6. Write an algorithm to read 100 numbers then display the largest.
(Ravi K. Walia)
Assistant Professor & Incharge
Computer & Instrumentation Centre
Dr. Y. S. Parmar University of Horticulture & Forestry,
Nauni Solan INDIA (HP)
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Algorithm & Flowchart Manual
PREFACE
This document has been prepared for students at Dr. Y. S. Parmar University of Horticulture
& Forestry, Nauni, Solan (HP) India. Software Engineer uses various programming
languages to create programs. Before writing a program, first needs to find a procedure for
solving the problem. The program written without proper pre-planning has higher chances of
errors.
Algorithm and flowchart are the powerful tools for learning programming. An algorithm is a
step-by-step analysis of the process, while a flowchart explains the steps of a program in a
graphical way. Algorithm and flowcharts helps to clarify all the steps for solving the problem.
For beginners, it is always recommended to first write algorithm and draw flowchart for
solving a problem and then only write the program.
Beginners find it difficult to write algorithm and draw flowchart. The algorithm can vary from
person to person to solve a particular problem. The manual will be useful for the students to
learn algorithm and flowchart. It includes basics of algorithm and flowchart along with
number of examples. Software ClickCharts by NCH (unlicensed version) has been used to
draw all the flowcharts in the manual.
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ALGORITHM:
The word “algorithm” relates to the name of the mathematician Al-khowarizmi, which means
a procedure or a technique. Software Engineer commonly uses an algorithm for planning
and solving the problems. An algorithm is a sequence of steps to solve a particular problem
or algorithm is an ordered set of unambiguous steps that produces a result and terminates in
a finite time
The algorithm and flowchart include following three types of control structures.
1. Sequence: In the sequence structure, statements are placed one after the other and
the execution takes place starting from up to down.
2. Branching (Selection): In branch control, there is a condition and according to a
condition, a decision of either TRUE or FALSE is achieved. In the case of TRUE, one
of the two branches is explored; but in the case of FALSE condition, the other
alternative is taken. Generally, the ‘IF-THEN’ is used to represent branch control.
3. Loop (Repetition): The Loop or Repetition allows a statement(s) to be executed
repeatedly based on certain loop condition e.g. WHILE, FOR loops.
Advantages of algorithm
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Step 1 Define your algorithms input: Many algorithms take in data to be processed, e.g.
to calculate the area of rectangle input may be the rectangle height and rectangle width.
Step 2 Define the variables: Algorithm's variables allow you to use it for more than one
place. We can define two variables for rectangle height and rectangle width as HEIGHT and
WIDTH (or H & W). We should use meaningful variable name e.g. instead of using H & W
use HEIGHT and WIDTH as variable name.
Step 3 Outline the algorithm's operations: Use input variable for computation purpose,
e.g. to find area of rectangle multiply the HEIGHT and WIDTH variable and store the value in
new variable (say) AREA. An algorithm's operations can take the form of multiple steps and
even branch, depending on the value of the input variables.
Step 4 Output the results of your algorithm's operations: In case of area of rectangle
output will be the value stored in variable AREA. if the input variables described a rectangle
with a HEIGHT of 2 and a WIDTH of 3, the algorithm would output the value of 6.
FLOWCHART:
The first design of flowchart goes back to 1945 which was designed by John Von Neumann.
Unlike an algorithm, Flowchart uses different symbols to design a solution to a problem. It is
another commonly used programming tool. By looking at a Flowchartone can understand the
operations and sequence of operations performed in a system. Flowchart is often considered
as a blueprint of a design used for solving a specific problem.
Advantages of flowchart:
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Predefined Process
/Function Used to represent
a group of statements
performing one processing
task.
Preprocessor
|--------------
--------- | Comments
|--------------
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The language used to write algorithm is simple and similar to day-to-day life language. The
variable names are used to store the values. The value store in variable can change in the
solution steps. In addition some special symbols are used as below
HEIGHT 5
or
HEIGHT = 5
The symbol ‘=’ is used in most of the programming language as an assignment symbol, the
same has been used in all the algorithms and flowcharts in the manual.
The statement C = A + B means that add the value stored in variable A and variable B
then assign/store the value in variable C.
The statement R = R + 1 means that add I to the value stored in variable R and then
assign/store the new value in variable R, in other words increase the value of variable R by 1
Mathematical Operators:
Relational Operators
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Logical Operators
Note: We can use keyword INPUT or READ or GET to accept input(s) /value(s) and
keywords PRINT or WRITE or DISPLAY to output the result(s).
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Algorithm
Step-1 Start
Step-4 SUM = A + B
Step-6 Stop
OR
Algorithm
Step-1 Start
Step-3 SUM = A + B
Step-5 Stop
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C : temperature in Celsius
F : temperature Fahrenheit
Algorithm
Step-1 Start
Step-3 F = (9.0/5.0 x C) + 32
Step-5 Stop
C : temperature in Celsius
F : temperature Fahrenheit
Algorithm
Step-1 Start
Step-3 C = 5.0/9.0 (F - 32 )
Step-5 Stop
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Algorithm
Step-1 Start
Step-3 Area = L x L
Step-4 PERIMETER = 4 x L
Step-6 Stop
L : Length of Rectangle
B : Breadth of Rectangle
AREA : Area of Rectangle
PERIMETER : Perimeter of Rectangle
Algorithm
Step-1 Start
Step-3 Area = L x B
Step-4 PERIMETER = 2 x ( L + B)
Step-6 Stop
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R : Radius of Circle
AREA : Area of Circle Start
Input Value
Algorithm of R
Step-1 Start
AREA = 22.0/7.0
Step-2 Input Radius of Circle say R xRx R
Stop
Algorithm
Step-1 Start
Step-5 PERIMETER = S1 + S2 + S3
Step-7 Stop
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P : Principle Amount
N : Time in Years
R : % Annual Rate of Interest
SI : Simple Interest
Algorithm
Step-1 Start
Step-3 SI = (P x N x R)/100.0
Step-4 Display SI F
Step-6 Stop
P : Principle Amount
N : Time in Years
R : % Annual Rate of Interest
CI : Compound Interest
Algorithm
Step-1 Start
Step-3 CI = P(1+R/100)N - P
Step-4 Display CI
Step-6 Stop
..
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Algorithm
Step-1 Start
Step-8 Stop
Algorithm
Step-1 Start
Step-4 A=A+B
Step-5 B=A-B
Step-6 A=A-B
Step-8 Stop
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Algorithm
Step-1 Start
NUM1,NUM2
ELSE
ENDIF
Step-4 Stop
Algorithm
Start
Step-1 Start
Step-4 Stop
Stop
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Algorithm
Step-1 Start
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Algorithm & Flowchart to find the largest of three numbers (an another way)
Algorithm
Step-1 Start
Step-3 BIG = A
BIG = B
ENDIF
BIG = C
ENDIF
Step-7 Stop
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Algorithm
Step-1 Start
Step-2 I=1
Step-6 GO TO Step--3
Step-7 Stop
Algorithm
Step-1 Start
Step-3 I=1
Step-7 GO TO Step-4
Step-8 Stop
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Algorithm
Step-1 Start
Step-3 I = 1, SUM=0
Step-6 I=I+1
Step-7 Go to step-4
Step-9 Stop
Algorithm
Step-1 Start
Step-3 I = 1, SUM=0
Step-6 I=I+2
Step-7 Go to step-4
Step-9 Stop
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Algorithm
Step-1 Start
Step-7 I=I+1
Step-8 Go to step-4
Step-10 Stop
Algorithm
Step-1 Start
Step-3 I=1
Step-7 I=I+1
Step-8 Go to step-4
Step-9 Stop
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Algorithm
Step-1 Start
Step-4 WRITE A, B
Step-6 NEXT= A + B
Step-8 A=B
Step-9 B=NEXT
Step-10 COUNT=COUNT + 1
Step-11 Go to step-4
Step-12 Stop
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Algorithm & Flowchart to find sum and average of given series of numbers
Algorithm
Step-1 Start
Step-2 COUNT=0
Step-3 SUM=0
Step-6 COUNT=COUNT+1
GOTO Step-4
ENDIF
Step-10 Stop
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Algorithm
Step-1 Start
Step-3 DISC= B2 – 4 A * C
Stop
ENDIF
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Algorithm
Step-1 Start
Step-3 R=SQRT(NUM)
Step-4 I=2
Step-8 Go to Step-5
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Algorithm
Step-1 Start
Step-5 WHILE (r != 0)
DO
N=D
D=r
r =N%D
DONE
Step-6 gcd=d
Step-7 lcm = (a*b)/gcd
Step-9 Stop
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…
Algorithm
Step-1 Start
Step-6 Stop
Algorithm
Step-1 Start
Step-3 D=1
Step-4 WHILE (D< N)
DO
IF ( N % D ==0) THEN
PRINT D
ENDIF
D=D+1
DONE
Step-5 Stop
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Flow Chart and Pseudo Code
Flowchart Symbols
Data File or
Database
Single documents
Multiple documents
© Dr. Jyoti Lakhani
Manual operation
Manual input
Preparation or Initialization
http://flowgorithm.org/download/index.htm
General English
Start
Input n1
Input n2
Sum = n1 + n2
Print Sum
End
Start
1. sum <- n1 + n2
2. Print sum
End
It has no syntax like any of the programming language and thus can’t
be compiled or interpreted by the computer.
3. Arrange the sequence of tasks and write the pseudo code accordingly
Example:
This program will allow the user to check the number whether it's
even or odd. © Dr. Jyoti Lakhani
5. Proper Indentation:
The way the if-else, for, while loops are indented in a program, indent the
statements likewise, as it helps to comprehend the decision control and
execution mechanism. They also improve the readability to a great extent.
Example:
if "1“ print response "I am case 1“ if "2“ print response
"I am case 2"
Example:
if "1"
print response "I am case 1"
if "2"
print response "I am case 2".
© Dr. Jyoti Lakhani
5. Don’t be labor the obvious:
In many cases, the type of a variable is clear from context; it is often
unnecessary to make it explicit.
11. Check whether all the sections of a pseudo code is complete, finite and clear to
understand and comprehend
4. The main goal of a pseudo code is to explain what exactly each line
of a program should do, hence making the code construction
phase easier for the programmer
Pseudo code resembles skeleton programs which can be compiled without errors.
Flowcharts,
drakon-charts and
Unified Modelling Language (UML) charts can be thought of as a graphical
alternative to pseudo code, but are more spacious on paper.
Languages such as HAGGIS bridge the gap between pseudo code and code written in
programming languages.
- Wiki
Type of
Symbol Example
operation
Assignment ← or := c ← 2πr, c := 2πr
Comparison =, ≠, <, >, ≤, ≥
Arithmetic +, −, ×, /, mod
Floor/ceiling ⌊, ⌋, ⌈, ⌉ a ← ⌊b⌋ + ⌈c⌉
Logical and, or
Sums, products ΣΠ h ← Σa∈A 1/a
- Wiki
© Dr. Jyoti Lakhani
Action Words
Input: READ
OBTAIN
GET
Output:
PRINT
DISPLAY
SHOW
Compute:
COMPUTE
CALCULATE
DETERMINE
Initialize:
SET
INIT
Add one:
INCREMENT
BUMP
© Dr. Jyoti Lakhani
IF-THEN-ELSE
The general form is:
IF condition THEN
sequence 1
ELSE
sequence 2
ENDIF
Example:
WHILE condition
sequence
ENDWHILE
Example:
REPEAT
sequence
UNTIL condition
NESTED CONSTRUCTS
Example:
SET total to zero
REPEAT
READ Temperature
IF Temperature > Freezing THEN
INCREMENT total
END IF
UNTIL Temperature < zero
© Dr. Jyoti Lakhani
INVOKING SUBPROCEDURES
Use the CALL keyword.
For example:
EXCEPTION HANDLING
BEGIN
statements
EXCEPTION
WHEN exception type
statements to handle exception
WHEN another exception type
statements to handle exception
END
10.1 Introduction
Using pseudocode is a clear and concise way to represent an algorithm. Data items to
be processed by the algorithm are given meaningful names in the same way that
variables and constants are in a high-level programming language. Pseudocode is not
bound by the strict syntax rules of a programming language. It does what its name
says; it pretends to be programming code!
To ensure that pseudocode is easily understandable by others it is useful to be
consistent in the way that it is written. The pseudocode in this book is written in the
following way to help you understand the algorithms more easily:
• Courier New font is used throughout
• all keywords (words used to describe a specific action (e.g. INPUT) are written in
capital letters
• all names given to data items and sub-routines start with a capital letter
• where conditional and loop statements are used, repeated or selected statements
are indented by two spaces.
10.2 Assignment
Values are assigned to an item/variable using the ← operator. The variable on the
left of the ← is assigned the value of the expression on the right. The expression on
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the right can be a single value or several values combined with mathematical
operators.
Activity 10.1
What values will the following variables have after the assignments have
been completed?
Amount ← 100
TotalPrice ← Amount * 3.5
Discount ← 0.2
FinalPrice ← TotalPrice – TotalPrice * Discount
Name ←"Nikki"
Message ←"Hello" + Name
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each.
• A condition that can be true or false: IF … THEN … ELSE … ENDIF, for example
IF Age < 18
THEN PRINT "Child"
ELSE PRINT "Adult"
ENDIF
CASE Grade OF
"A" : PRINT "Excellent"
"B" : PRINT "Good"
"C" : PRINT "Average"
OTHERWISE PRINT "Improvement is needed"
ENDCASE
IF Found
THEN PRINT "Your search was successful"
ELSE PRINT "Your search was unsuccessful"
ENDIF
• Using comparison operators, as shown in Table 10.2. Comparisons are made from
left to right, for example A > B means is A greater than B. Comparisons can be
simple or more complicated. For example
IF ((Height > 1) OR (Weight > 20) OR (Age > 5)) AND (Age < 70)
THEN PRINT "You can ride"
ELSE PRINT "Too small, too young or too old"
ENDIF
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Table 10.2 Comparison operators
Operator Comparison
> greater than
< less than
= equal
>= greater than or equal
<= less than or equal
<> not equal
() group
AND both
OR either
NOT not
The algorithm below checks if a percentage mark is valid and a pass or a fail. This
makes use of two IF statements. The second IF statement is part of the ELSE path of
the first IF statement. This is called a nested IF.
Figure 10.1
Activity 10.2
Change the algorithm to check for a mark between 0 and 20 and a pass
mark of 10. Decide what normal, boundary and erroneous data you will
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need to fully test your algorithm.
CASE Choice OF
1 : Answer ← Num1 + Num2
2 : Answer ← Num1 - Num2
3 : Answer ← Num1 * Num2
4 : Answer ← Num1 / Num2
OTHERWISE PRINT "Please enter a valid choice"
ENDCASE
Activity 10.3
Use a CASE statement to display the day of the week if the variable DAY has
the value 1 to 7 and an error otherwise.
Operator Comparison
A set number of repetitions FOR … TO …
NEXT
A repetition, where the number of repeats is not known, REPEAT … UNTIL
that is completed at least once
A repetition, where the number of repeats is not known, WHILE … DO …
ENDWHILE
that may never be completed
Table 10.3
All types of loops can perform the same task, for example printing 10 stars.
FOR Counter ← 1 TO 10
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PRINT "*"
NEXT
Counter ← 0
REPEAT
PRINT "*"
Counter ← Counter + 1
UNTIL Counter > 10
Counter ← 0
WHILE Counter < 10 DO
PRINT "*"
Counter ← Counter + 1
ENDWHILE
The FOR … TO … NEXT loop is the most efficient for this type of task.
Figure 10.2
207
Figure 10.3
Figure 10.4
Activity 10.4
a Write pseudocode to input 10 positive numbers and find the total and the
average.
b Write pseudocode to input positive numbers, –1 to finish, and find the
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total and the average.
c Explain why you chose the loop structures for each task.
INPUT Name
INPUT StudentMark
PRINT Name
PRINT "Your name is", Name
OUTPUT Name1, Name2, Name3
Count ← Count + 1
Counting is also used to count down until a certain value is reached, for example the
number of items in stock in a supermarket:
NumberInStock ← NumberInStock - 1
REPEAT
PRINT "How many tickets would you like to buy?"
INPUT NumberOfTickets
UNTIL NumberOfTickets > 0 AND NumberOfTickets < 26
IF NumberOfTickets < 10
THEN Discount ← 0
ELSE
IF NumberOfTickets < 20
THEN Discount ← 0.1
ELSE Discount ← 0.2
ENDIF
ENDIF
Cost ← NumberOfTickets * 20 * (1 – Discount)
PRINT "Your tickets cost", Cost
b Would use test data with values of
0, 26 Expected result rejected
1, 25 Expected results 20, 400
9, 10 Expected results 180, 180
19, 20 Expected results 342, 320
Activity 10.5
For the test data given in Example 1, identify the type of test data used and
suggest some more test data.
Example 2
A school with 600 students wants to produce some information from the results of the
four standard tests in Maths, Science, English and IT. Each test is out of 100 marks.
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The information output should be the highest, lowest and average mark for each test
and the highest, lowest and average mark overall. All the marks need to be input.
a Use pseudocode to write an algorithm to complete this task.
b Explain how you would test your algorithm.
a
OverallHighest ← 0
OverallLowest ← 100
OverallTotal ← 0
FOR Test ← 1 TO 4
SubjectHighest ← 0
SubjectLowest ← 100
SubjectTotal ← 0
CASE Test OF
1 : SubjectName ←"Maths"
2 : SubjectName ←"Science"
3 : SubjectName ←"English"
4 : SubjectName ←"IT"
OTHERWISE
ENDCASE
FOR StudentNumber ← 1 TO 600
REPEAT
PRINT "Enter Student", StudentNumber,""s mark for",
SubjectName
INPUT Mark
UNTIL Mark < 101 AND Mark > -1
IF Mark < OverallLowest THEN OverallLowest ← Mark
IF Mark < SubjectLowest THEN SubjectLowest ← Mark
IF Mark > OverallHighest THEN OverallHighest ← Mark
IF Mark > SubjectHighest THEN SubjectHighest ← Mark
OverallTotal ← OverallTotal + Mark
SubjectTotal ← SubjectTotal + Mark
NEXT
SubjectAverage ← SubjectTotal/600
PRINT SubjectName
PRINT "Average is", SubjectAverage
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PRINT "Highest Mark is", SubjectHighest
PRINT "Lowest Mark is", SubjectLowest
NEXT
OverallAverage ← OverallTotal/2400
PRINT "Overall Average is", OverallAverage
PRINT "Overall Highest Mark is", OverallHighest
PRINT "Overall Lowest Mark is", OverallLowest
b For the algorithm to be tested by dry running, it would be a good idea to reduce the
number of students to 5 and the number of subjects to 2.
Activity 10.6
a Identify the changes you would need to make to the algorithm for
Example 2 to reduce the number of students to 5 and the number of
subjects to 2.
b Identify the test data needed to test Example 2 with the reduced number
of students and subjects.
c With the set of data you have chosen, set up and complete a trace table
so that you can compare your expected results with the actual results
when you dry run the algorithm.
10.8.1 Begin/End
Terminator symbols are used at the beginning and end of each flowchart.
10.8.2 Process
Process symbols are used to show when values are assigned to an item/variable like
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an assignment in pseudocode.
10.8.3 Input/Output
Input/Output symbols are used show input of data and output of information.
10.8.4 Decision
Decision symbols are used to decide which action is to be taken next. These can be
used for selection and repetition/iteration.
Example 1 (continued)
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Tickets are sold for a concert at $20 each, if 10 tickets are bought then the discount is
10%, if 20 tickets are bought the discount is 20%. No more than 25 tickets can be
bought in a single transaction.
c Draw a flowchart for the algorithm to calculate the cost of buying a given number
of tickets.
214
Activity 10.7
Draw a flowchart for the algorithm given in Example 2.
Choose the method you think is the clearest way to show this algorithm and
explain why it is the clearest.
215
End-of-chapter questions
1 Show two ways of selecting different actions using pseudocode.
2 You have been asked to write the pseudocode to choose the correct routine from
the menu shown below.
a Decide which type of conditional statement you are going to use.
b Explain your choice.
c Write the pseudocode.
d Select your test data and explain why you chose each value.
Figure 10.11
3 Show three ways a loop to add up five numbers and print out the total can be set
up using pseudocode. Explain which loop is the most efficient to use.
4 A sweet shop sells 500 different sorts of sweets. Each sort of sweet is identified by
a unique four-digit code. All sweets that start with a one (1) are chocolates, all
sweets that start with a two (2) are toffees, all sweets that start with a three (3) are
jellies and all other sweets are miscellaneous and can start with any other digit
except zero.
a Write an algorithm, using a flowchart, which inputs the four-digit code for all
500 items and outputs the number of chocolates, toffees and jellies.
b Explain how you would test your flowchart.
c Decide the test data to use and complete a trace table showing a dry run of your
flowchart.
5 The temperature in an apartment must be kept between 18°C and 20°C. If the
temperature reaches 22°C then the fan is switched on; if the temperature reaches
16°C then the heater is switched on, otherwise the fan and the heaters are switched
off.
The following library routines are available:
• GetTemperature
216
• FanOn
• FanOff
• HeaterOn
• HeaterOff
Write an algorithm, using pseudocode or a flowchart, to keep the temperature at
the right level.
6 Daniel lives in Italy and travels to Mexico, India and New Zealand. The time
differences are:
Table 10.4
Country Hours Minutes
Mexico –7 0
India +4 +30
New Zealand +11 0
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ALGORITHMS AND
FLOWCHARTS
ALGORITHMS AND FLOWCHARTS
• A typical programming task can be divided into two
phases:
• Problem solving phase
• produce an ordered sequence of steps that describe solution
of problem
• this sequence of steps is called an algorithm
• Implementation phase
• implement the program in some programming language
STEPS IN PROBLEM SOLVING
Pseudocode:
• Input a set of 4 marks
• Calculate their average by summing and dividing by 4
• if average is below 50
Print “FAIL”
else
Print “PASS”
PSEUDOCODE & ALGORITHM
• Detailed Algorithm
• Step 1: Input M1,M2,M3,M4
Step 2: GRADE (M1+M2+M3+M4)/4
Step 3: if (GRADE < 50) then
Print “FAIL”
else
Print “PASS”
endif
THE FLOWCHART
A Flowchart
• shows logic of an algorithm
• emphasizes individual steps and their interconnections
• e.g. control flow from one action to the next
FLOWCHART SYMBOLS
Basic
Name Symbol Use in Flowchart
START
Step 1: Input M1,M2,M3,M4
Step 2: GRADE (M1+M2+M3+M4)/4
Input
M1,M2,M3,M4
Step 3: if (GRADE <50) then
Print “FAIL”
else
GRADE(M1+M2+M3+M4)/4 Print “PASS”
endif
N IS Y
GRADE<5
0
PRINT PRINT
“PASS” “FAIL”
STOP
EXAMPLE 2
Algorithm START
STOP
EXAMPLE 3
• Step 2: AL x W
W, L
Print
A
STOP
EXAMPLE 4
Pseudocode:
• Input the coefficients (a, b, c) of the quadratic equation
• Calculate d
• Calculate x1
• Calculate x2
• Print x1 and x2
EXAMPLE 4
START
• Algorithm:
Input
• Step 1: Input a, b, c a, b, c
b b 4 a c
• Step 2: d sqrt ( ) d sqrt(b x b – 4 x a x c)
• Step 4: x2 (–b – d) / (2 x a)
X2 (–b – d) / (2 x a)
• Step 5: Print x1, x2
Print
x1 ,x2
STOP
DECISION STRUCTURES
Y N
is
A>B
Print A Print B
IF–THEN–ELSE STRUCTURE
Relational Operators
Operator Description
> Greater than
< Less than
= Equal to
Greater than or equal to
Less than or equal to
Not equal to
EXAMPLE 5
Input
VALUE1,VALUE2
Y is
N
VALUE1>VALUE2
Print
“The largest value is”, MAX
STOP
NESTED IFS