Sabtu, 08 September 2012

Flowchart bagian I


Flowchart Techniques
Programmers use different kinds of tools or aids which help them
in developing programs faster and better. Such aids are studied
in the following paragraphs. Important aids available to a programmer
are flowcharting and decision tables which help him in
constructing programs very fast and very easily.



1.1.1 Flowcharts
A flowchart is a graphical representation of the sequence of operations
in an information system or program. Program flowcharts
show the sequence of instructions in a single program or
subroutine.
Flowchart uses boxes of different shapes to denote different
types of instructions. The actual instructions are written within
these boxes using clear and concise statements. These boxes are
connected by solid lines having arrow marks to indicate the flow
of operation, that is, the exact sequence in which the instructions
are to be executed. Since a flowchart shows the flow of operations
in pictorial form, any error in the logic of the procedure can be
detected easily. Once the flowchart is ready, the programmer can
forget about the logic and can concentrate only on coding the
operations in each box of the flowchart in terms of the statements
of the programming language. This will normally ensure an
error-free program.
A flowchart is basically the plan to be followed when the program
is written. It acts like a road map for a programmer and I
Flowcharting Concepts and Algorithms
guides him in proceeding from the starting point to the final
point while writing a computer program.
For a beginner it is strongly recommended that a flowchart
be drawn first in order to reduce the number of errors and omissions
in the program. Moreover, it is a good practice to have a
flowchart along with a computer program as it is very helpful
during the testing of the program and also in incorporating any
modifications in the program.
1.1.2 Flowchart Symbols
Only a few symbols are needed to indicate the necessary operations
in a flowchart. These symbols have been standardized by
the American National Standards Institute (ANSI). These
symbols are shown in Figure 3.1 and their functions are discussed
below.
Terminal
The terminal symbol, as the name implies, is used to indicate the
starting (BEGIN), stopping (END), and pause (HALT) in the program
logic flow. It is the first symbol and the last symbol in the
program logic. In addition, if the program logic calls for a pause
in the program, that also is indicated with a terminal symbol. A
pause is normally used in the program logic under some error
conditions or in case the forms had to be changed in the computer’s
line printer during the processing of that program.
Input/Output
The input/output symbol is used to denote any function of an
input/output device in the program. If there is a program
instruction to input data from a disk, tape, card reader, terminal,
or any other type of input device, that step will be indicated in
the flowchart with an input/output symbol. Similarly, all output
instructions, whether it is output on a printer, magnetic tape,
magnetic disk, terminal screen, or any output device, are indicated
in the flowchart with an input/output symbol.
Processing
A processing symbol is used in a flowchart to represent arithmetic
and data movement instructions. Thus, all arithmetic
Flowchart Techniques 3
Figure 1.1 Flowchart symbols
SYMBOL EXAMPLE
TERMINAL
BEGIN
END
INPUT/
OUTPUT
INPUT
X,Y
Z
PROCESSING
ENTRY CONNECTOR
1
2
YES
CONDITION
?
NO
DECISION DIAMOND
CONNECTOR
(TRANSFER)
X,Y
PRINT
(X+Y)
START ACTION HERE.
STOP ACTION HERE.
TAKE TWO VALUES FROM
AN EXTERNAL SOURCE AND
ASSIGN THEM TO X & Y ON
A TERMINAL/SCREEN
WRITE THE VALUES
CONTAINED IN X & Y ON
A TERMINAL/SCREEN
ADD THE VALUE CONTAINED
IN Y TO THE VALUE
CONTAINED IN X AND
PLACE THE RESULT IN Z
AN ENTRY IN THE FLOW CHART
IS MADE AT THE CONNECTING
POINT MARKED 1
IF CONDITION IS SATISFIED
THEN YES PATH IS TO BE
FOLLOWED OTHERWISE NO
ROUTE IS TO BE TAKEN.
THE ARROWS INDICATE THE
ROUTES FOR SYSTEMATIC
SOLUTION OF THE PROBLEM.
A TRANSFER OF PROBLEM
SOLUTION IS MADE AT THE
CONNECTOR POINT
IN THE FLOW CHART.
2
FLOW LINES
Flowcharting Concepts and Algorithms
processes such as adding, subtracting, multiplying and dividing
are shown by a processing symbol. The logical process of moving
data from one location of the main memory to another is also
denoted by this symbol. When more than one arithmetic and data
movement instructions are to be executed consecutively, they are
normally placed in the same processing box and they are
assumed to be executed in the order of their appearance.
Flow lines
Flowlines with arrowheads are used to indicate the flow of operation,
that is, the exact sequence in which the instructions are to
be executed. The normal flow of flowchart is from top to bottom
and left to right. Arrowheads are required only when the normal
top to bottom flow is not to be followed. However, as a good practice
and in order to avoid confusion, flow lines are usually drawn
with an arrowhead at the point of entry to a symbol. Good
practice also dictates that flow lines should not cross each other
and that such intersections should be avoided whenever possible.
Decision
The decision symbol is used in a flowchart to indicate a point at
which a decision has to be made and a branch to one of two or
more alternative points is possible. Figure 1.2 shows three different
ways in which a decision symbol can be used. It may be noted
from these examples that the criterion for making the decision
should be indicated clearly within the decision box. Moreover, the
condition upon which each of the possible exit paths will be
executed, should be identified and all the possible paths should
be accounted for. During execution, the appropriate path is followed
depending upon the result of the decision.
Connector
If a flowchart becomes very long, the flow lines start crisscrossing
at many places that causes confusion and reduces the clarity of
the flowchart. Moreover, there are instances when a flowchart
becomes too long to fit in a single page and the use of flow lines
becomes impossible. Thus, whenever a flowchart becomes too
complex that the number and direction of flow lines is confusing
or it spreads over more than one page, it is useful to utilize the
Flowchart Techniques 5
Figure 1.2 Different decision symbols with different ways of branching
IS
I = 10
No
?
Yes
(a) Two-way branch
0
(c) Multiple-way branch
Other
I = ?
A < B
(b) Three-way branch
A = B
A & B
COMPARE A > B
1 2 3 4 5
Flowcharting Concepts and Algorithms
connector symbol as a substitute for flow lines. This symbol represents
an entry from, or an exit to another part of the flowchart.
A connector symbol is represented by a circle and a letter or
digit is placed within the circle to indicate the link. A pair of
identically labeled connector symbols are commonly used to indicate
a continued flow when the use of a line is confusing. So two
connectors with identical labels serve the same function as a long
flow line. That is, they show an exit to some other chart section,
or they indicate an entry from another part of the chart. How is it
possible to determine if a connector is used as an entry or an exit
point? It is very simple: if an arrow enters but does not leave a
connector, it is an exit point and program control is transferred to
the identically labeled connector that does have an outlet. It may
be noted that connectors do not represent any operation and their
use in a flowchart is only for the sake of convenience and clarity.
Example 1.1
Draw a flowchart for adding marks in ten subjects obtained by a
student in an examination. The output should print the percentage
of marks of the student in the examination.
The flowchart for this problem is given in Figure 1.3
The first symbol is a terminal labeled START. It shows that this
is the starting point or beginning of our flowchart logic. The second
symbol is an input/output (I/O) symbol that is labeled specifically
to show that this step is to read input data. This step will
input the roll number, name, and the marks obtained by the
student from an input device into the main storage of the computer
system. The third symbol is a processing symbol which is
suitably labeled to indicate that at this step, the computer will
add the marks obtained by the student in various subjects and
then store the sum in a memory location which has been given
the name TOTAL. The fourth symbol is again a processing symbol.
The label inside it clearly indicates that the percentage
marks obtained by a student is calculated at this stage by
dividing TOTAL by 10 and the result is stored in a memory location
which has been given the name PERCENTAGE. The fifth
symbol is an input/output (I/O) symbol and is labeled WRITE
OUTPUT DATA.
Flowchart Techniques 7
Figure 1.3 Flowchart for calculating percentage of marks
Example 1.2
Draw a flowchart for calculating the average percentage marks of
50 students. Each student appeared in ten subjects. The flowchart
should show the counting of the number of student who
have appeared in the examination and the calculation should
stop when the number of counts reaches the number 50.
Since all the students have appeared in the same examination,
so the process of calculation and printing the percentage
marks obtained by each student will basically remain the same.
The process of reading the input data, adding the marks of all
START
READ
PERCENTAGE
INPUT
DATA
ADD-MARKS OF
ALL SUBJECTS
GIVING TOTAL
= TOTAL/10
DATA
OUTPUT
WRITE
STOP
Flowcharting Concepts and Algorithms
Figure 1.4 Flowchart for example 1.2
START
READ
PERCENTAGE
INPUT
DATA
ADD-MARKS OF
ALL SUBJECTS
GIVING TOTAL
= TOTAL/10
DATA
OUTPUT
WRITE
STOP
COUNT = 0
ADD 1 TO COUNT
IS
COUNT = 50
?
No
Yes
Flowchart Techniques 9
subjects, calculating the percentage, and then writing the output
data, is to be repeated for all the 50 students. In this situation
where the same logical steps can be repeated, the flow line symbols
are used in a flowchart to indicate the repetitive nature of
the logic in the form of a loop.
Figure 1.4 shows a flowchart which uses a decision step to
terminate the algorithm. In this flowchart, another variable
COUNT has been introduced which is initialized to zero outside
the process loop and is incremented by 1 after processing the data
for each student. Thus, the value of COUNT will always be equal
to the number of students whose data has already been processed.
At the decision step, the value of COUNT is compared
with 50 which is the total number of students who have appeared
for the examination. The steps within the process loop are
repeated until the value of COUNT becomes equal to 50. As soon
as the value of COUNT becomes equal to 50, the instruction at
the decision step causes the control to flow out of the loop and the
processing stops because a terminal symbol labeled STOP is
encountered.
Designing a General Flowchart
The flowchart shown in Figure 1.4 is not a general flowchart for
the Example 1.2 for calculating the percentage of marks of any
number of students appearing in the examination. A good program
should be general in nature. For example, in this case we
should write a program that need not be modified every time,
even if the total number of students changes.
To overcome these drawbacks, another method can be
adopted to control the loop. In this method, the end of input data
is marked by a trailer record, that is, the last data record in the
input is followed by a record whose main purpose is to indicate
that the end of the input data has been reached. Suppose the first
7 characters of the input record of a student represents his roll
number (ROLLNO). Since 0000000 is never used as a roll number,
a value of 0000000 as the first 7 characters can be used to
represent the trailer record. As each input record is processed,
the ROLLNO can be compared with 0000000 to determine if processing
is complete. The logic of this process is illustrated in the
flowchart given in Figure 1.5.
10 Flowcharting Concepts and Algorithms
Figure 1.5 General flowchart for example 1.2
What is Trailer Record?
The concept of a trailer record centers around the notion of
selecting a field (a particular item of data) in the input record
which will be used to indicate the end of data, and then selecting
a trailer value also known as sentinel value which will never
occur as normal data value for that field. The roll number
0000000 is a trailer record for Example 1.2.
START
READ
PERCENTAGE
INPUT
DATA
ADD-MARKS OF
ALL SUBJECTS
GIVING TOTAL
= TOTAL/10
DATA
OUTPUT
WRITE
STOP
IS
ROLL NO=0000000
?
No
Yes
Flowchart Techniques 11
Example 1.3
Extend the flowchart represented in Figure 1.5 to count the
number of students who have scored percentage marks more
than 30. The flowchart should give the result of the students
scoring the percentage marks equal to or more than 30.
Figure 1.6 Flowchart for example 1.3
START
READ
PERCENTAGE
INPUT
DATA
ADD-MARKS OF
ALL SUBJECTS
GIVING TOTAL
= TOTAL/10
DATA
OUTPUT
WRITE
COUNT = 0
ADD 1 TO COUNT
?
ROLL NO.9999999
IS
PERCENTAGE
IS
?
Yes
STOP
WRITE
COUNT
= > 30
Yes
No
No
12 Flowcharting Concepts and Algorithms
The flowchart in Figure 1.6 is a solution to this problem.
There are two decision symbols in this flowchart. The first decision
symbol checks for a trailer record by comparing ROLLNO
against the value 9999999 to determine if processing is complete.
The second decision symbol is used to check whether the student
has passed or failed by comparing the percentage marks obtained
by him against 30. If the student’s PERCENTAGE is equal to or
more than 30, then he has passed, otherwise he has failed. Note
from the flowchart that the operation WRITE OUTPUT DATA is
performed only if the student has passed. If he has failed, we
directly perform the operation READ INPUT DATA without performing
the WRITE operation. This ensures that the output list
provided by the computer will contain the details of only those
students who have passed in the examination.
Another point to be noted in this flowchart is the use of variable
COUNT. This variable has been initialized to zero in the
beginning and is increased by 1 every time the operation WRITE
OUTPUT DATA is performed. But we have seen that the operation
WRITE OUTPUT DATA is performed only for the students
who have passed. Hence, the variable COUNT will be increased
by 1 only in the case of those students who have passed. Thus,
the value of COUNT will always be equal to the number of students
whose data has already been processed and who have been
identified as passed. Finally, when the trailer record is detected,
the operation WRITE COUNT will print out the final value of
COUNT that will be equal to the total number of students who
have passed the examination.
1.1.3 Flowcharting Rules
(a) First formulate the main line of logic, then incorporate the
details.
(b) Maintain a consistent level of detail for a given flowchart.
(c) Do not give every detail on the flowchart. A reader who is
interested in greater details can refer to the program itself.
(d) Words in the flowchart symbols should be common statements
and easy to understand.
(e) Be consistent in using names and variables in the flowchart.
(f) Go from left to right and top to bottom in constructing the
flowchart.
Flowchart Techniques 13
(g) Keep the flowchart as simple as possible. The crossing of
flow lines should be avoided as far as possible.
(h) If a new flowcharting page is needed, it is recommended
that the flowchart be broken at an input or output point.
Moreover, properly labeled connectors should be used to link
the portions of the flowchart on different pages.
1.1.4 Advantages of Flowcharts
Conveys Better Meaning
Since a flowchart is a pictorial representation of a program, it is
easier for a programmer to understand and explain the logic of
the program to some other programmer.
Analyses the Problem Effectively
A macro flowchart that charts the main line of logic of a software
system becomes a system model that can be broken down into
detailed parts for study and further analysis of the system.
Effective Joining of a Part of a System
A group of programmers are normally associated with the design
of large software systems. Each programmer is responsible for
designing only a part of the entire system. So initially, if each
programmer draws a flowchart for his part of design, the flowcharts
of all the programmers can be placed together to visualize
the overall system design. Any problem in linking the various
parts of the system can be easily detected at this stage and the
design can be accordingly modified. Flowcharts can thus be used
as working models in the design of new programs and software
systems.
Efficient Coding
Once a flowchart is ready, programmers find it very easy to write
the concerned program because the flowchart acts as a roadmap
for them. It guides them in proceeding from the starting point of
the program to the final point ensuring that no steps are omitted.
The ultimate result is an error free program developed at a
faster rate.
14 Flowcharting Concepts and Algorithms
Systematic Debugging
Even after taking full care in program design, some errors may
remain in the program because the designer might have never
thought about a particular case. These errors are detected only
when we start executing the program on a computer. Such type of
program errors are called bugs and the process of removing these
errors is known as debugging. A flowchart is very helpful in
detecting, locating, and removing mistakes (bugs) in a program
in a systematic manner.
Systematic Testing
Testing is the process of confirming whether a program will successfully
do all the jobs for which it has been designed under the
specified constraints. For testing a program, different sets of data
are fed as input to that program to test the different paths in the
program logic.
1.1.5 Limitations of Flowcharts
Takes More Time to Draw
Flowcharts are very time consuming and laborious to draw with
proper symbols and spacing, especially for large complex programs.
Difficult to Make Changes
Owing to the symbol-string nature of flowcharting, any changes
or modifications in the program logic will usually require a completely
new flowchart. Redrawing a flowchart is tedious and
many companies either do not change them or produce the
flowchart by using a computer program to draw it.
Non-standardization
There are no standards determining the amount of detail that
should be included in a flowchart.
1.1.6 Levels of Flowcharts
A flowchart that outlines the main segments of a program and
shows lesser detail is a macro-flowchart. On the other hand, a
Flowchart Techniques 15
Figure 1.7 Details of the processing block of Figure 1.3 for adding marks in 10
subjects
flowchart with more detail is a micro-flowchart. For example, let
us consider the examination problem that we have already discussed
in Examples 1.3 and 1.4. In all the flowcharts of the
examination problem, there is a processing box having the
instruction "ADD MARKS OF ALL SUBJECTS GIVING
TOTAL". In order to display how the values of TOTAL is calculated,
a detailed flowchart can be drawn as shown in Figure 1.7.
In a similar manner, the input/output (I/O) boxes for the READ
and WRITE operations can also be converted to a detailed flowchart.
ADD-MARKS OF
ALL SUBJECTS
GIVING TOTAL
A MICRO
FLOW CHART
I = 1
TOTAL = 0
TOTAL = TOTAL + MARKS (I)
I = I + 1
IS
I > 10
?
YES
NO
PART OF A MACRO
FLOW CHART
16 Flowcharting Concepts and Algorithms
1.2 Pseudocode or Metacode or PDL
Pseudocode is another program analysis tool that is used for
planning program logic. "Pseudo" means imitation or false and
"Code" refers to the instructions written in a programming language.
Pseudocode, therefore, is an imitation of actual computer
instructions. These pseudo instructions are phrases written in
ordinary natural language (e.g., English, French, German, etc.).
Instead of using symbols to describe the logic steps of a program,
as in flowcharting, pseudocode uses a structure that resembles
computer instructions. Because it emphasises the design of the
program, pseudocode is also called Program Design Language
(PDL).
Pseudocode is made up of the following basic logic structures
that have been proved to be sufficient for writing any computer
program :
1. Sequence
2. Selection (IF...THEN...ELSE
or IF....THEN)
1. Iteration (DO...WHILE or REPEAT...UNTIL)
1.2.1 Sequence
Sequence logic is used for performing instructions one after
another in sequence. Thus, for sequence logic, pseudocode
instructions are written in the order, or sequence, in which they
are to be performed. The logic flow of pseudocode is from the top
to the bottom. Figure 1.8 shows an example of sequence logic
structure.
1.2.2 Selection
Selection logic, also known as decision logic, is used for making
decisions. It is used for selecting the proper path out of the two or
more alternative paths in the program logic. Selection logic is
depicted as either an IF...THEN...ELSE or IF.....THEN structure.
The flowcharts shown in Figures 1.9 and 1.10 illustrate the logic
of these structures. Their corresponding pseudocode is also given
in these figures.
Flowchart Techniques 17
The IF...THEN...ELSE construct says that if the condition is
true, then do process 1, else (if the condition is not true) do process
2. Thus, in this case either process 1 or process 2 will be
executed depending on whether the specified condition is true or
false. However, if we do not want to choose between two processes
and we simply want to decide if a process is to be performed
or not, then the IF...THEN structure is used.
Figure 1.8 Pseudocode for sequence structure
FLOWCHART
PROCESS 1
PROCESS 2
PSEUDOCODE
Process 1
Process 2
18 Flowcharting Concepts and Algorithms
The IF...THEN structure says that if the condition is true,
then do process 1; and if it is not true, then skip over process 1. In
both the structures, process 1 and process 2 can actually be one
or more processes. They are not limited to a single process. END
IF is used to indicate the end of the decision structures.
Figure 1.9 Pseudocode for If-Then-Else structure
FLOWCHART
PROCESS 2 PROCESS 1
PSEUDOCODE
If Condition
END IF
ROLL NO.9999999
?
IS
THEN process 1
ELSE
process 2
NO
YES
Flowchart Techniques 19
Figure 1.10 Pseudocode for If-Then selection structure
1.2.3 Iteration Logic
Iteration logic is used when one or more instructions may be
executed several times depending on some condition. It uses two
structures called the DO...WHILE and the REPEAT...UNTIL.
They are illustrated by flowcharts in Figure 1.11 and Figure 1.12
respectively. Their corresponding pseudocodes are also given in
these figures. Both DO...WHILE and REPEAT...UNTIL are used
for looping.
FLOWCHART
PROCESS 1
PSEUDOCODE
IF CONDITION
END IF
CONDITION
?
THEN PROCESS1
NO
YES
20 Flowcharting Concepts and Algorithms
1.2.4 Differences between Do..While and Repeat.. Until
loops
The differences between the two loops are that in the
Figure 1.11 Pseudo-code for Do.. While structure
FLOWCHART
PROCESS 1
PSEUDOCODE
DO WHILE CONDITION
ENDDO
CONDITION
?
PROCESS 1
PROCESS n
NO
YES
PROCESS n
Flowchart Techniques 21
Figure 1.12 Pseudo-code for Repeat..Until structure
DO...WHILE, the looping will continue as long as the condition is
true. The looping stops when the condition is not true. On the
other hand, in case of REPEAT...UNTIL, the looping continues
FLOWCHART
PROCESS n
PROCESS 1
PSEUDOCODE
REPEAT
UNTIL CONDITION
CONDITION
?
PROCESS 1
PROCESS 2
NO
YES
22 Flowcharting Concepts and Algorithms
until the condition becomes true. That is, the execution of the
statements within the loop is repeated as long as the condition is
not true. In both the DO...WHILE and REPEAT...UNTIL, the
loop must contain a statement that will change the condition that
controls the loop. Also the condition is tested at the top of the loop
in the DO...WHILE loop structure and at the bottom of the loop
in the REPEAT...UNTIL structure. The "ENDDO" marks the end
of a DO...WHILE structure and UNTIL followed by some condition
marks the end of the REPEAT...UNTIL structure.
Example 1.4
The following pseudocode describes the policy of a company to
award the bonus to an employee.
Input
Employee number, pay, position code & years.
IF
position code = 1
THEN
set bonus to 1 week’s pay
ELSE
IF position code = 2
THEN
IF 2 weeks pay > 700
THEN
set bonus to 700
ELSE
set bonus to 2 week’s pay
END IF
ELSE
set Bonus to 1.5 week’s pay
END IF
END IF
IF year greater then 10
THEN
Add 100 to bonus
ELSE
IF years less than 2
THEN
cut bonus to half
Flowchart Techniques 23
ELSE
bonus stays the same
END IF
Print employee number & bonus
Example 1.5
This example illustrates the policy of a bank or a financial institution
for giving a loan to an individual.
Input mortgage amount
IF amount < 25,000
THEN
down payment = 3% of amount
ELSE
payment1 = 3% of 25,000
payment2 = 5% of (amount - 25,000)
down payment = payment1 + payment2
END IF
print down payment
Example 1.6
The following program in pseudocode form illustrates the policy
of a company to give the commission to a sales person.
Input sales
IF sales < 500
THEN
Commission = 2% of sales.
ELSE
IF sales < 5000
THEN
Commission = 5% of sales
ELSE
Commission = 10% of sales
END IF
Print Commission
1.2.5 Advantages of Pseudocodes
Pseudocode has three main advantages:
24 Flowcharting Concepts and Algorithms
(a) Converting a pseudocode to a programming language is
much more easier as compared to converting a flowchart or a
decision table.
(b) As compared to a flowchart, it is easier to modify the pseudocode
of a program logic when program modifications are
necessary.
(c) Writing of pseudocode involves much less time and effort
than drawing an equivalent flowchart. Pseudocode is easier
to write than an actual programming language because it
has only a few rules to follow, allowing the programmer to
concentrate on the logic of the program.
1.2.6 Limitations of Pseudocodes
(a) In case of pseudocode, a graphic representation of program
logic is not available.
(b) There are no standard rules to follow in using pseudocode.
Different programmers use their own style of writing pseudocode
and hence communication problems occur due to lack
of standardization.
(c) For a beginner, it is more difficult to follow the logic or write
the pseudocode, as compared to flowcharting.
1.2.6 Limitations of Pseudocodes
(a) In case of pseudocode, a graphic representation of program
logic is not available.
(b) There are no standard rules to follow in using pseudocode.
Different programmers use their own style of writing pseudocode
and hence communication problems occur due to lack
of standardization.
(c) For a beginner, it is more difficult to follow the logic or write
the pseudocode, as compared to flowcharting.
1.3 Programming Techniques
You can solve different types of business or scientific problems on
a computer. All you have to do is to analyse the problem, write a
step by step solution and translate it into a language understandable
by a computer.
Flowchart Techniques 25
1.3.1 Problem Definition
Let us take an example of a problem faced in day- to- day life.
Suppose you want to reach your school computer laboratory at 8
AM. You would lay out a plan to get ready by 7 AM, then take a
bus/rikshaw and reach at the gate of your school. Then climb up
the stairs to arrive in the laboratory. For all these movements,
you will note the time taken for each part. If due to some reason,
you are unable to get ready by 7 AM and you already know that
it takes one hour to reach from house to school laboratory by
bus/rikshaw, then you will take a faster means of transportation.
You may take an autorikshaw or a taxi. Thus, a very simple
problem of reaching the computer laboratory of your school by 8
AM will need several steps for solution. Each step is to be accurately
defined/marked so that no guess work is necessary. You
can thus represent the solution of this problem in three steps
shown in Figure 1.11.
In Figure 1.13, steps 1, 2 and 3 appear to be very simple. In
actual practice when you have to give instructions to a student,
who is going for the first time, it may not be so easy. For example,
you have to define the word "READY" precisely so that he knows
exactly what he has to do by 7AM to get READY. Similarly in
step 2, you may have to clearly specify the bus route number, the
bus stop to board the bus, the place to get down from the bus etc.
You may also like to tell that a bus is not to be boarded, if it is
overcrowded. The word "overcrowded" needs to be exactly
defined. Finally, step 3 needs further elaboration about the room
number and floor number; where the computer laboratory is
located and how to reach there.
You can explain all this to a person who does not know any
thing about the computer laboratory, provided you know it correctly.
In the same way, you can solve a problem on a computer,
if you know exactly what it is and how to solve it manually.
We shall solve a few problems using flowchart.
26 Flowcharting Concepts and Algorithms
Figure 1.13 Step by step solution to reach school computer laboratory (LAB)
Example 1.7
Consider the flowchart shown in Figure 1.14. Give the value of
BONUS under the following conditions:
(a) X = 20, Y = 10
(b) X = 10, Y = 20
Solution
(a) The value of X and Y are 20 and 10 respectively. These values
are inputted in step 2. The value of BONUS is taken as
500 in step 1. Since the values of X = 20 and Y = 10, so in
step 4, X is more than Y.
GET READY
BY 7 AM
STEP 1
TAKE A BUS
FOR SCHOOL
STEP 2
STEP 3
REACH
COMPUTER
LAB BY 8 AM
Flowchart Techniques 27
Therefore the Yes route is to be followed. Hence the new
value of BONUS is the old value of BONUS + 100 i.e. 600.
Hence the value of BONUS written in step 5 is 600.
(b) Here, the value of X=10 & Y=20. Therefore in step 4, the
diamond decision shows that X is less than Y. Therefore,
the No route is followed. The value of BONUS remains 500
only. Hence the result is 500.
Figure 1.14 Bonus calculation
Example 1.8
Here are six types of values for the variables A, B, and C.
(a) A=9, B=5, C=1 (b) A=7, B=3, C=9
(c) A=2, B=9, C=7 (d) A=4, B=8, C=2
(e) A=6, B=3, C=8 (f) A=2, B=3, C=6
1. Using each type of data, with the flowchart shown in Figure
1.15, state the output in each case.
BEGIN
INPUT
X,Y
BONUS = 500
IS
X > Y
?
BONUS BONUS + 100
YES
NO
PRINT
BONUS
END
STEP 1
STEP 2
STEP 3
STEP 4
STEP 5
STEP 6
28 Flowcharting Concepts and Algorithms
2. What does the procedure do?
1. What happens, if all the values of A, B and C are the same?
Solution
1.(a) The values of A, B and C are accepted as 9, 5 and 1 respectively.
In step 3, the value of A is compared with B. Since 9
is greater than 5, therefore the YES path is followed. Once
again, in step 4, the value of A is compared with C. Here 9
is greater than 1. So the YES path is followed. In step 5,
value of ‘A’ is printed which is 9. Hence the answer is 9.
(b) The values of A, B and C are accepted as 7, 3 and 9 respectively.
In step 3 the value of A is compared with B. Since 7
is greater than 3, therefore, the YES path is followed. In
step 4, the value of A is compared with C. Since 7 is less
than 9, therefore the path corresponding to NO is followed.
Hence the value of C which is 9 will be printed.
(c) The values of A, B and C are accepted as 2, 9, and 7 respectively.
As understood from steps (a) and (b) above, we find
that in step 5 the value of B will be printed as 9.
(d) The values of A, B and C are accepted as 4, 8 and 2 respectively.
In step 5, the value of B will be printed as 8.
(e) The values of A, B and C are accepted as 6, 3 and 8 respectively.
The value of C which is 8 will be printed in step 5.
(f) The values of A, B and C are accepted as 2, 3 and 6 respectively.
The value of C which is 6 is printed in step 5.
2. It is evident from the flowchart that the values of A, B and
C are compared with each other and the one that contains
the highest numeral value is printed. If A has the highest
value, then A is printed, otherwise, if B has the highest
value, then B is printed or finally the value of C is printed if
it has the highest value.
1. If A, B and C have equal values, then the value of C which
is the same as that of B or A is printed.
Flowchart Techniques 29
Figure 1.15 Calculation of output for different values of A, B and C
Example 1.9
The flowchart in Figure 1.16 uses connector symbols labelled as
1, 2 and 3. Find the output if the input is:
(a) A=10, B=15,
(b) A=20, B=20,
(c) A=4, B=1,
(d) A=10, B=5.
IS
A > B
?
A > C
IS
?
B > C
IS
?
BEGIN STEP 1
INPUT
A,B,C
NO YES
NO YES NO YES
STEP 2
STEP 3
STEP 4
STEP 5
STEP 6
PRINT C PRINT B PRINT C PRINT A
END END END END
30 Flowcharting Concepts and Algorithms
Solution
(a) In step 2 of Figure 1.16, the values of A and B are taken to
be 10 and 15 respectively. In step 3, the value of A is not
less than 10, so the path corresponding to NO is followed.
In step 4, the value of B is not less than 20, hence a
path corresponding to NO is followed. In step 5, the value of
(A+B) is assigned to C, i.e. C becomes (10+15) or equal to
25. Finally, in step 6, the value of C which is 25 is printed.
(b) In step 2, the values of A and B are taken as 20 and 20
respectively. Steps 3 to 5 are similar to that followed in part
(a) above. The value of C is now equal to (A+B) which is 40.
Hence 40 is printed.
(c) In step 2, the values of A and B are taken as 4 and 1
respectively. In step 3, the value of A is less than 10. Hence
the YES path is followed. This is connected to the adjacent
figure via the connector 1. Hence the value of A is now the
old value of A + 3, i.e. 7.
Further, the decision diamond puts the question "Is A less
than 10?" The answer is YES. Hence the control is transferred
to the lower figure via connector 2. The new value
of B becomes the old value of B multiplied by 5 which is 1 x
3 = 1. The diamond compares the value of B with 20. Since
B is less than 20, so the control is transferred back at 2 in
this block. The new value of B becomes the old value of B
multiplied by 3.
= 3 × 3
= 9
This new value of B i.e. 9 is again compared in the decision
diamond. Since 9 is less than 20, the control goes to connecter
2. B is again multiplied and the current value of B is
3 × 9 = 27. As 27 is not less than 20, so the NO path is
followed.
The value of C = current value of B + 3
= 27 + 3
= 30
The value 30 of C is now transferred to step 6 i.e. PRINT C.
Hence the value 30 is printed.
Flowchart Techniques 31
Figure 1.16 Flowchart for example 1.9
(d) Here A=10 and B=5
In step 3, the value of A is not less than 10, so the NO path
is followed.
A (A+3)
IS
A < 10
?
2
3
1
1
2
C = 3 * A
Yes
No
B * 3
B < 20
C
No
?
2 B
IS
2
3
Yes
(B + 3)
STEP 1
STEP 2
STEP 3
STEP 4
STEP 5
STEP 6
STEP 7
BEGIN
INPUT
A,B
IS
A < 10
?
?
B < 20
IS
C (A + B)
PRINT C
END
3
Yes
No
No
32 Flowcharting Concepts and Algorithms
In step 4, the value of B is 5 which is less than 20.
Hence connector 2 takes the control to right hand lower
side flowchart. The current value of B becomes the old
value of B multiplied by 3 which is now 15. This value of B
i.e. 15 is the current value of B. In the decision diamond,
this value of B is compared with 20. Since 15 is less than
20, so the YES path is followed. The control is transferred
back via connector 2. The new value of B is calculated
which will be 15 × 3 i.e. 45. This current value of B is again
compared with 20. As it is not less than 20, so the NO path
is followed.
The value of C = current value of B + 3
= 45 + 3
= 48
Control is transferred to step 6 via connector 3 and the value of C
is printed. Thus the value of C = 48.
1.3.2 Loop
Many jobs that are required to be done with the help of a computer
are repetitive in nature. For example, calculation of salary
of different workers in a factory is given by the (No. of hours
worked)× (wage rate). This calculation will be performed by an
accountant for each worker every month. Such types of repetitive
calculations can easily be done using a program that has a loop
built into the solution of the problem .
What is a Loop ?
A loop is defined as a block of processing steps repeated a certain
number of times. An endless loop repeats infinitely and is always
the result of an error.
Figure 1.17 illustrates a flowchart showing the concept of
looping. It shows a flowchart for printing values 1, 2, 3..., 20.
In step 5 of Figure 1.17, the current value of A is compared
with 21. If the current value of A is less than 21, steps 3 and 4 are
repeated. As soon as the current value of A is not less than 21,
the path corresponding to "NO" is followed and the repetition
process stops.
Flowchart Techniques 33
Terms Used in Looping:
Initialisation
Figure 1.17 Concept of looping
It is the preparation required before entering a loop. In Figure
1.17, step 2 initialises the value of A as 1.
Incrementation It is the numerical value added to the variable
each time one goes round the loop. Step 4 in Figure 1.17 shows
the increment of A by 1.
A < 21
YES
?
IS NO
BEGIN
A (A + 1)
END
A = 1
PRINT A
STEP 1
STEP 2
STEP 3
STEP 4
STEP 5
34 Flowcharting Concepts and Algorithms
Figure 1.18 Flowchart for calculating the salary of 100 workers
COUNT > 100
?
IS
BEGIN
PAY WAGE x HOURS
COUNT = 1
STEP 1
STEP 2
END
HOURS
NAME, WAGE,
INPUT
PRINT
NAME, PAY
COUNT COUNT + 1
STEP 3
STEP 4
STEP 5
STEP 6
STEP 7
NO
YES
Flowchart Techniques 35
The Loop Variable It is an active variable in a loop. In Figure 1.17,
A is an active variable.
Loop Exit Test There must be some method of leaving the loop
after it has revolved the requisite number of times. In Figure
1.17, step 5 is the decision diamond, where the value of A is compared
with 21. As soon as the condition is satisfied, control comes
out of the loop and the process stops.
Example 1.10
Draw a flowchart for calculating the salary of 100 workers in a
factory.
Solution
Figure 1.18 represents the flowchart. In Figure 1.18, step 2 is for
initialisation of the value of COUNT where COUNT is an active
variable. Step 7 is the incrementation. Step 3 is for the EXIT test.
Steps 4 to 6 are the repetitive steps in the loop to input the
NAME, WAGE and HOURS, and then calculate the value of PAY
in step 5 and print the name and pay in step 6.
In step 7, the value of COUNT is increased by 1 and the current
value of COUNT is compared with 100 in step 1. If it is more
than 100, the process is halted.
Exercise 1.1
Q 1. How many records will be read by the flowcharts, shown in
Figures 1.19 and 1.20.
Q 2. A certain file contains 15 records. Which of the flowcharts
shown in Figures 1.21 and 1.22 read 15 and only 15
records?
Q 3. The formula to compute simple interest on a loan of
rupees at an interest rate for years is given as
Draw a flowchart to input the values of Pand and to
calculate the value of interest I. Also print the values of P,
Rand I.
PRT
100
36 Flowcharting Concepts and Algorithms
Q 4. The flowchart shown in Figure 1.23 is drawn to print the
sum of integers 1 to 100. What changes would you make in
this flowchart, if the SUM for the first 100 odd integers is
required? Redraw the flowchart.
Figure 1.19 Reading of records
BEGIN
I = 0
I
READ K
I < 10
NO
?
IS
END
YES
I + 1
Flowchart Techniques 37
Figure 1.20 Reading of records
Q 5. Consider an equation Y=X2+2X+3. Draw a flowchart which
gives a method for calculating the values of for different
values of varying from -4 to +4 in steps of 1 and prints
each value of and the corresponding value of Y.
BEGIN
I = 0
I
READ K
I < 10
NO
?
IS
END
YES
I + 1
38 Flowcharting Concepts and Algorithms
Figure 1.21 Counting of records
BEGIN
I = 0
I
READ
I = 15
NO
?
IS
END
YES
RECORD
I + 1
Flowchart Techniques 39
Figure 1.22 Counting of records
1.3.3 Counting
Counting is an essential technique used in the problem solving
process. It is mainly for repeating a procedure for a certain number
of times or to count the occurrences of specific events or to
generate a sequence of numbers for computational use. Since a
BEGIN
I = 0
I
READ
I > 15
NO
?
IS
END
YES
I + 1
RECORD
40 Flowcharting Concepts and Algorithms
Figure 1.23 Calculating sum of integers 1 to 100
computer cannot count by itself, the user has to send the necessary
instruction to do so. The counting process is illustrated in
the flowchart shown in Figure 1.24
Here I is a counter which is initialised to a value zero in step
2. In step 3, a NAME is read and stored in the memory of the
BEGIN
A
PRINT SUM
A < 101
NO
?
IS
END
YES
A + 1
SUM = 0
A = 1
SUM SUM + A
Flowchart Techniques 41
Figure 1.24 Counting process
computer. The value of the counter is incremented by 1 in step 4.
In step 5, the NAME is printed from the memory of the computer.
In step 6, a check is made on the value of I. If the current value of
I is less than 5, the cycle is repeated from steps 3 to 5. If the value
of I is equal to or more than 5, the process of reading and printing
NAME stops. Using this type of flowchart we can read and print
the NAME five times.
BEGIN
I
I < 5
NO
?
IS
END
YES
(I + 1)
I = 0
READ NAME
PRINT NAME
STEP 1
STEP 2
STEP 3
STEP 4
STEP 5
STEP 6
STEP 7
42 Flowcharting Concepts and Algorithms
Example 1.11
Which numbers will be printed by the flowcharts shown in Figures
1.25 and 1.26 respectively?
Figure 1.25 Flowchart for printing numbers
Solution
(a) In Figure 1.25, the value of I is initialised to zero in step 2.
In step 3, the value is incremented by 1, i.e. it is 1. In step 4
BEGIN
I = 0
I
PRINT I
I > 5
YES
?
IS
END
NO
I + 1
STEP 1
STEP 2
STEP 3
STEP 4
STEP 5
STEP 6
Flowchart Techniques 43
Figure 1.26 Flowchart for printing numbers
I is printed. In step 5, the current value of I is compared
with 5. Since the current value of I is 1 and 1 is not greater
than or equal to 5, the control is transferred to step 3. Steps
3 and 4 are repeated again till the current value of I is 5.
Thus, the values of I that are printed would be 1, 2, 3, 4, 5.
(b) In Figure 1.26, the value of I is initialised to 1 in step 2. The
number 1 is printed in step 3. In step 4, the value of I is
increased by 1. So the current value of I is 2. In step 5, 2 is
compared with 5. Since 2 is less than 5, so the control is
BEGIN
I = 1
I
PRINT I
I < 5
NO
?
IS
END
YES
I + 1
STEP 1
STEP 2
STEP 3
STEP 4
STEP 5
STEP 6
44 Flowcharting Concepts and Algorithms
transferred to step 3 and the number 2 is printed. This
cycle repeats and numbers 3 and 4 are printed. When the
current value of I reaches 5, the control is transferred from
step 5 to 6. Thus the numbers printed are 1, 2, 3 and 4.
Exercise 1.2
Q 1. Which numbers will be printed using the flowcharts shown
in Figures 1.27 and 1.28 respectively.
Figure 1.27 Printing of numbers
BEGIN
I = 0
I
PRINT I
I < 5
NO
?
IS
END
YES
I + 1
Flowchart Techniques 45
Q 2. Write a flowchart to print the following sequence of numbers.
(a) 20, 19, 18, 17,...., 1.
(b) 2, 4, 6, 8,....., 32.
Q.3 In the flowchart shown in Fig 1.29, the following data is
inputted.
Figure 1.28 Printing of numbers
BEGIN
I = 0
I
PRINT I
I > 5
NO
?
IS
END
YES
I + 1
46 Flowcharting Concepts and Algorithms
Figure 1.29 Flowchart for Q. 3 in Exercise 1.2
BEGIN
END
SOLD
VALUE OF GOODS
INPUT
INPUT
SALES MAN’S
NAME
VALUE < 500
?
IS
IS
VALUE > 500
?
SALES MAN’S NAME,
VALUE OF GOODS
PRIINT:
SOLD,
WAGE.
WAGE 50 +
10 % OF VALUE
10 % OF VALUE
WAGE 80 +
YES
YES
NO
NO
Flowchart Techniques 47
Input Data
Salesman’s Name Value of goods sold
(a) Mohan 1500
(b) Shyam 2100
(c) Krishna 510
Calculate the value of wage in each case and give the result
of the print statement.
1.3.4 Counting for Controlling a Loop
Sometimes, it is essential to repeat a process for a specific number
of times only. In such a case, there are two standard techniques
used. These technique are as follows:
Technique 1
In this technique, we use the following six steps.
1. Initialise a counter to 0, i.e. COUNT = 0. Input value of N
where N stands for the number of times a loop is to be
repeated.
2. Increase the counter by 1. or COUNT = COUNT + 1
3. Test the value of counter and compare the current value
with N. If the current value of the COUNT is greater than
N, then branch off to step 6, otherwise continue.
4. Carryout the sets of instructions (procedure).
5. Go back to step 2.
6. End the loop and continue further programming. These six
steps are shown in Fig 1.30.
Technique 2
1. In this method, the counter is first initialised to zero and
the value of N is inputted.
2. Carry out the sets of instructions of the program.
3. Increase the counter by 1.
4. Test the counter. If COUNT < N then Go to step 2.
5. ELSE END
The above mentioned six steps are represented pictorially by the
flowchart shown in Figure 1.31.
48 Flowcharting Concepts and Algorithms
Figure 1.30 Flowchart for controlling a loop (Technique 1)
Sometimes, it may be necessary to repeatedly use any of the
above two techniques in order to solve a specific problem. This is
called nested loop. It means that we have the first loop and
within this loop, there is another loop. Solving a problem using
the nested loop technique is very helpful for a multidimensional
array.
BEGIN
END
INPUT N
IS
COUNT > N
?
SET OF
INSTRUCTIONS
COUNT = 0
COUNT COUNT + 1
YES
STEP 1
STEP 2
STEP 3
STEP 4
STEP 6
STEP 5
NO
Flowchart Techniques 49
Figure 1.31 Flowchart for controlling a loop (Technique 2)
1.4 Procedure for Problem Solving
Though every problem is an entity in itself, there are a few basic
steps that should be understood and followed for effectively solving
a problem using computer techniques. On following these
steps, your problem solving capacity will improve. There are
basically six steps in solving a problem. These are:
BEGIN
END
INPUT N
IS
COUNT < N
?
SET OF
INSTRUCTIONS
COUNT = 0
COUNT COUNT + 1
NO
YES
STEP 1
STEP 2
STEP 3
STEPS 4 & 5
STEP 6
50 Flowcharting Concepts and Algorithms
1. First, spend sometime in understanding the problem thoroughly.
In this, you are not required to use a computer.
Instead try to answer and solve the problem manually.
2. Now construct a list of variables that are needed to solve
the problem.
3. Once you have completed step 2, you have to decide the
layout for the output format.
4. Next, select the programming technique which is best
suited to solve the problem and carryout the coding.
5. Test your program. Choose some test data so that each part
of the program is checked for correctness.
6. Finally use the data validation program to guard against
processing of wrong data.
The above six steps are further explained in the following paragraphs.
1.4.1 Step 1. Understanding the Problem
Read each statement in the problem carefully, so that you can
answer the first question "What is expected by solving the problem?"
Do not start drawing a flowchart straight away. Instead,
read each statement of the problem slowly and carefully,
understanding the keywords. Take a pencil and paper and try to
solve the problem manually for some test data. Let us understand
this point by solving the problem, given in Example 1.12.
Example 1.12
Write a flowchart to accept a value M and find the sum of first M
even integers.
Solution
The solution of this problem requires you to draw a flowchart so
that if you input 6 as the value of M, the flowchart should get you
the sum of first 6 even integers. In the first step, you should be
able to answer the following two questions.
"What are the first 6 even integers?"
These are 2, 4, 6, 8, 10, and 12.
"What is their sum?"
Flowchart Techniques 51
The sum is 42. Hence the flowchart is to be so framed that the
sum of first 6 even integers comes out to be 42.
1.4.2 Step 2. Construction of the List of Variables
In this step, you should think in advance the number of variables
and the names of the variables before drawing a flowchart. The
names chosen for variables should be an aid to memory. For
example, in the case of the problem stated in step 1 above, the
variables may be, I, SUM and COUNT as given below.
1. Generate even integers 2, 4, 6,...(I)
2. Total the sum of even integers 2+4+6+... (SUM)
3. Count the number of even integers, i.e. COUNT 1, 2, 3,...
(COUNT)
Thus, it is clear that we need to use the above three variables
and one more variable "M" whose value will be inputted from the
keyboard. Hence the four variables are:
M Which is to be inputted from the keyboard.
I Which is to generate even integers.
COUNT A counter to keep a track of the number of even integers
that have been summed.
SUM An accumulator that contains the current total of the
even integers.
1.4.3 Step 3. Output Design
Sometimes, the ‘output’ format is specified in the problem, but
most of the times, it is not so. If the output format is not specified,
we must keep in mind that the output report should be easily
understandable by a reader. The headings should not cause any
ambiguity in the mind of the reader.
In the problem of Example 1.12 and stated in step 1 above,
the output format could be as follows:
No of integers Total value
6 42
You should keep one point in mind. The programs and problem
solutions are for other people (teachers, supervisors, contrac52
Flowcharting Concepts and Algorithms
tors etc). They will give you credit only if they can understand the
results and analyse them. Hence, the output format should be
attractive, easy to read and self-explanatory.
1.4.4 Step 4. Program Development
You should now draw a flowchart for the procedure that you have
developed in steps 1 to 3 above. Standard symbols should be used
for drawing a flowchart. If a problem is complex, you should
divide it into different parts. Then draw a flowchart for each part
separately and join them together using connectors.
A flowchart for the problem in Example 1.12 and stated in
step 1 can be drawn as shown in Figure 1.32.
When a flowchart is drawn correctly, you can convert it into a
programme using any of the high level languages like BASIC,
COBOL, FORTRAN or PASCAL.
1.4.5 Step 5. Testing the Program
You should give a dry run to a program that translates the flowchart
of step 4. This means giving some known values to the
variables and checking the result. Test values are so selected that
each arm of the flowchart is tested and consequently the program
is confirmed to be free from logic errors.
1.4.6 Step 6. Validating the Program
It is quite likely that the user of your program may enter values,
which are not expected by the program. Such values should be
rejected by the procedure drawn by you. This is known as validation
of data program. For example, in the problem in Example
1.12 and stated in step 1 above, we may give the limit to the
value of "M" and "M" should be a numerical value. Such types of
checks can be included in our validation program.
1.5 Algorithm
The sequence of instructions for solving a particular problem is
known as algorithm. Constructing an algorithm to solve a given
problem requires a high degree of ingenuity. But once an
Flowchart Techniques 53
algorithm is laid out, it can be used by a person who does not
even know its purpose.
Figure 1.32 Flowchart to Example 1.13
BEGIN
INPUT M
I = 0
SUM = 0
SUM = SUM + I
COUNT = 0
I = I + 2
PRINT
SUM, COUNT
COUNT > M
IS
YES
NO
COUNT
= COUNT + 1
END
54 Flowcharting Concepts and Algorithms
We shall write an algorithm to solve a quadratic equation
and compute its real roots.
Example 1.13
Compute real roots of a quadratic equation
Solution
Step 1
Read the values of the coefficients of X2, X and constant quantity,
i.e., the value of A, B and C and store them in the memory.
Step 2
If A = 0 and B = 0 then print "No root exists" and stop. Else continue.
Step 3
If A = 0 and B is not equal to 0, then root X1 = C/B. Write the
value of root and also write "Linear Equation" and stop. Else
continue.
Step 4
Compute (B2 4AC) and set D2 = B2 4AC
Step 5
If D = 0, then compute Root X1 = Root X2 =( B/2A), write values
of Root X1, Root X2 and stop. Else continue.
Step 6
If D < 0, then write "Roots are not real" and stop. Else continue.
Step 7
If D > 0, then calculate
Root X1 = ( B + (B2 4AC)/(2A))
Root X2 = ( B (B2 4AC)/(2A))
Ax2 + Bx = 0
Flowchart Techniques 55
1.5.1 Characteristics of the Instructions in an Algorithm
Write values of Root X1, Root X2 and stop.
The sequence of instructions must possess the following
characteristics for qualifying as an algorithm :
1. Each and every instruction should be precise and unambiguous.
2. Each instruction should be such that it can be performed in
a finite time.
3. One or more instructions should not be repeated indefinitely.
This ensures that the algorithm will ultimately terminate.
4. After performing the instructions, that is, after the algorithm
terminates, the desired results must be obtained.
Example 1.14
Let us consider another case where there are 50 students in a
class who have appeared in their final examination. Their marksheets
have been given. We are required to write an algorithm to
calculate and print the total number of students who have passed
in first division.
Solution
Step 1
Initialize TOTAL, FIRST_DIVISION and TOTAL MARKSHEETS_
CHECKED to zero.
Step 2
Take the marksheet of the first student.
Step 3
Check the division column of the marksheet to see if it is
FIRST_DIVISION : if no, go to step 5.
Step 4
Add 1 to TOTAL FIRST_DIVISION.
56 Flowcharting Concepts and Algorithms
Step 5
Add 1 to TOTAL MARKSHEETS_CHECKED.
Step 6
Is TOTAL MARKSHEETS_CHECKED = 50? : if no, go to step 2.
Step 7:
Print TOTAL FIRST_DIVISION.
Step 8:
Stop.
1.6 Programming
If we compare structured programming to building a house, then
structured programming is to build the house after the plan for
the house is drawn. We would like to build a house using standard
bricks, window-frames, doors etc., so that the house so constructed
is appealing and comfortable. Thus, structured
programming also contains three standard control structure.
These are:
Simple Sequence Simple Selection Simple Repetition
The above three structures are simple to use as they can be
recognised easily. They have one entry and one exit point and
they are free from any programming language used for coding a
solution of a problem. This is discussed in detail in section 1.8.
1.6.1 Modular (Top-Down) Program Design
You must have realised that an effective approach to follow in the
programming analysis stage of program development is to break
down a large problem into a series of smaller and more understandable
tasks. Thus, the programmer may first develop a
main-control program that is used to outline the major segments,
or modules, that are in turn needed to solve a problem. The
main-control program specifies the order in which each subordinate
module in the program will be processed. The programming
Flowchart Techniques 57
analysis stage continues until every module has been reduced to
the point that the programmer is confident that he or she has a
solution method that will solve the task.
When this modular (top-down) program design practice is
used, an instruction in the main-control program branches control
to a subordinate program routine (subroutine) or module.
When the specific processing operation performed by the module
is completed, another branch instruction may transfer program
control to another module or return it to the main-control program.
Thus, the modules or subroutines are really programs
within a program. Each module typically has only one entry point
and only one exit point. Some of the advantages of using this
construction option are:
(a) Complex programs may be divided into simpler and more
manageable elements.
(b) Simultaneous coding of modules by several programmers is
possible.
(c) A library of modules may be created, and these modules
may be used in other programs as needed.
(d) The location of program errors may be more easily traced to
a particular module, and thus debugging and maintenance
may be simplified.
(e) Effective use can be made of tested subroutines prepared by
software suppliers and furnished to their customers.
1.6.2 Pseudo Code Revisited
Pseudo code is an abbreviated form of expression that makes use
of both the English language and certain programming language
control words such as IF - THEN - ELSE & END - IF.
The user describes in plain English language, the sequence of
steps necessary to solve a particular problem. Sentences are generally
written one per line. Indentation is used in the IF statement
to outline which actions are to be taken if a condition is true
and which are to be taken if the condition is not true.
Differences between PseudoCode and Flowchart
Pseudocode differs from the flowchart in the following ways:
58 Flowcharting Concepts and Algorithms
(a) Pseudocode is self-explanatory and does not require a separate
documentation. This is so because it is written in plain
English language.
(b) Pseudocode has a structure similar to that of a programme
written in BASIC or PASCAL language. But flowcharts
have a tendency to extend flow lines in all directions and
thus their paths of instructions do not parallel the final
BASIC code.
The following are some examples of flowcharts and their equivalent
pseudocode.
Example 1.15
Working with Masala Dosa Mincer
Figure 1.33 Flowchart for Example 1.15
BEGIN
TURN
MINCER ON
MINCE
DOSA MASALA
TURN
MINCER OFF
END
Flowchart Techniques 59
Pseudo code
BEGIN
Turn Mincer on
Mince dosa masala
Turn Mincer off.
END
This is a case of simple sequence. The flowchart is given in Figure
1.33
Example 1.16
In this example a flowchart for Drink selection is shown in Figure
1.34
Figure 1.34 Process of selection for example 1.16
Tea
?
Pour A Cup
Of
NO
Coffee
YES
Tea
Pour A Cup
Of
60 Flowcharting Concepts and Algorithms
Pseudo Code
IF Tea
Then Pour a cup of Tea
Else Pour a cup of Coffee
Example 1.17
In this example, the flowchart and its equivalent pseudo code for
the process of repetition is shown in Figure 1.35.
Figure 1.35 Process of repetition and its pseudocode using While - End While loop
Example 1.18
Figure 1.36 illustrates the multichoice selection or the CASE
structure. In CASE structure selection can be made out of many
choices using the word CASE. CASE structures are used in evaluating
situations that can have a number of different results.
CASE in this sense refers to a refinement of a basic
IF-THEN-ELSE type of conditional structure (IF A is true, then
?
NO
MINCE PASTE
YES
PASTE
NORMAL
FLOW CHART PSEUDO CODE
WHILE paste not Normal
Mince paste
ENDWHILE
Flowchart Techniques 61
do B), but a CASE structure functions more like a series of nested
IFS (IF A, then do this; if B then do that...). For example if you
have three types of drinks, then the flowchart shown in Figure
1.36 gives a method of selecting any one of them. This can also be
written in pseudocode form using CASE statement.
An equivalent Pseudocode of the flowchart shown in Figure
1.3.6 is given below:
Figure 1.36 Flowchart for case or multichoice selection
CASE drink
Lemon
Pour juice into glass from Lemon jug.
Orange
Pour juice into glass from Orange jug.
Pineapple
Pour juice into glass from Pineapple jug.
END CASE
DRINK
?
Lemon Pineapple
Orange
Pour Juice
Into Glass
From
Lemon Jug
Pour Juice
Orange Jug
From
Into Glass
From
Pineapple Jug
Into Glass
Pour Juice
OFFER DRINK
62 Flowcharting Concepts and Algorithms
REPEAT - UNTIL LOOP Structure
Example 1.19
In this example REPEAT - UNTIL loop structure is used. This
loop structure is an alternate to While - End While Loop.
Suppose you want to insert a nail in the wall by hitting its
head with a hammer. Then the flowchart representation and its
equivalent pseudo code will be as follows:
Pseudo code for Figure 1.37
REPEAT
Hit head of nail
UNTIL nail fully in
Figure 1.37 Flowchart for repeat-until loop of inserting a nail in the wall
An equivalent of the above flowchart using WHILE - END
WHILE structure will be as follows:
WHILE Nail is not fully in
Hit nail head with hammer
END WHILE
Flowchart for this pseudocode is shown in Figure 1.38.
In
Hammer
Yes
Nail
Completely
With
Hit Nail
?
No
Flowchart Techniques 63
Figure 1.38 Flowchart for While-End While loop of inserting a nail in the wall
Exercise 1.3
Figure 1.39 Flowchart for Q. N. 1
Q.1 A certain file contains 5 data records. Which of the
In
Hammer
Yes
Nail
Completely
With
Hit Nail
?
No
BEGIN
END
READ RECORD
IS
I < 5
?
NO
YES
I 0
I I + 1
64 Flowcharting Concepts and Algorithms
Figure 1.40 Flowchart for Q. N. 1
flowcharts shown in Figures 1.39 and 1.40 will read 5 and
only 5 data records?
Q 2. How many records will be read by each of the following
flowcharts? (see Figure 1.41 and 1.42)
Q 3. Consider the flowchart shown in Fig.1.41.
Find out the output if the input values of X,Y and Z are as
follows.
(a) X=7, Y=9, Z=11
(b) X=11, Y=9, Z=7
(c) X=9, Y=11, Z=7
Q 4. Draw a flowchart that interprets the following statements.
(a) If SALES is 10,000 or more then
BONUS= 3% of SALES
(b) If SALES is 10,000 or more then
BONUS=3% of SALES ELSE
BONUS=2% of SALES.
BEGIN
END
READ RECORD
IS
I > 5
?
YES
NO
I 0
I I + 1
Flowchart Techniques 65
Figure 1.41 Flowcharts for Q N. 2
Figure 1.42 Flowchart for Q. N. 2
BEGIN
END
READ RECORD
IS
N > 7
?
NO
N 1
N N + 1
YES
BEGIN
END
READ RECORD
IS
N > 7
?
NO
N 0
N N + 1
YES
66 Flowcharting Concepts and Algorithms
Figure 1.43 Flowchart for Q.N.3
Q 5. What is the value of SUM for the flowchart shown in Figures
1.44 and 1.45.
Q 6. What is an algorithm? Write algorithms for each of the following:
(a) Formatting a disk in your computer.
(b) Finding a book in the library.
BEGIN
END
IS
X < Y
?
YES
NO
INPUT
X, Y, Z
YES
Y < Z
?
IS NO
BONUS =
1000
BONUS =
1500 2000
BONUS =
PRINT
BONUS
Flowchart Techniques 67
Figure 1.44 Flowchart for Q No. 5
Q 7. The following steps are written to calculate the standard
deviation for any given numbers. Use this algorithm to calculate
the standard deviation for the numbers 8, 10, 12, 16,
19:
1. Find the sum of the list of numbers.
2. Divide the sum by the total number of numbers to
obtain the mean.
3. Subtract the mean from each number in the list and
square this result.
4. Calculate the sum of the squares found in step 3.
5. Divide the sum of step 4 by the total number of numbers
in the original list.
6. Find the square root of the result found in step 5.
This number is known as the standard deviation of the
original list.
BEGIN
END
PRINT
IS
M > 5
?
NO
SUM 0
YES
M 1
SUM
SUM SUM +
1
M
M M + 2
68 Flowcharting Concepts and Algorithms
Figure 1.45 Flowchart for Q No. 5
Q 8. Write an algorithm to compute a sales person’s commission
based on the following table:
Amount Sales Commission (% of sales)
Under Rs. 500 2%
Rs. 500 or more
but under Rs. 5000 5%
Rs. 5000 and above 10%
Q 9. Draw the flowchart for the following pseudocode:
BEGIN
Input mortgage amount
IF amount < 25,000
BEGIN
END
PRINT
IS
M > N
?
NO
M 1
YES
SUM 0
SUM
SUM = SUM +
1
M
M M + 1
INPUT N
Flowchart Techniques 69
THEN
down payment = 3% of amount
ELSE
payment 1 = 3% of 25,000
payment 2 = 5% of (amount - 25,000)
down payment = payment 1 + payment 2
END IF
print down payment
Q 10. Salesman’s commission is calculated using the following
Pseudocode. Use this for writing a flowchart.
Input sales
IF sales < 500
THEN
Commission = 2% of sales.
ELSE
Commission = 5% of sales.
END IF
Print Commission
Q 11. Convert the flowchart shown in Figure 1.46 into a pseudocode
for finding the largest of three numbers.
Figure 1.46 Flowchart for Q No. 11
START
END
N1 > N2
INPUT N1,N2,N3
N2 < N3 N1 > N3
PRINT N2 PRINT N3 PRINT N1
NO
NO
NO
YES
YES YES
70 Flowcharting Concepts and Algorithms
Q 12. The pseudo code for the year and bonus is given below.
Draw a flowchart corresponding to this pseudo code.
INPUT employee number, pay, position code & years.
IF position code = 1
THEN set bonus to 1 week’s pay
ELSE IF position code = 2
THEN
IF 2 weeks pay > 700
THEN
set bonus to 700
ELSE
set bonus to 2 week’s pay
END IF
ELSE
set Bonus to 1.5 week’s pay.
END IF
IF year greater than 10
THEN
Add 100 to bonus
ELSE
IF years less than 2
THEN
cut bonus to half
ELSE
bonus stays the same.
END IF
END IF
Print employee number & bonus.
1.7 Programming Methods
1.7.1 Top-down Design
Top-down design is the technique of breaking down a problem
into the major tasks to be performed. Each of these tasks is then
further broken down into separate subtasks, and so on until each
subtask is sufficiently simple to be written as a self contained
module or procedure. The program then consists of a series of
simple modules.
Flowchart Techniques 71
In top-down design we initially describe the problem we are
working on at the highest, most general level. The description of
the problem at this level will usually be concerned with what
must be done not how it must be done. The description will be
in terms of complex, higher-level operations. We must take all of
the operations at this level and individually break them down
into simpler steps that begin to describe how to accomplish the
tasks. If these simple steps can be represented as acceptable
algorithmic step, we need not refine them any further. If not, we
refine each of these second level operations individually into still
simpler steps. This stepwise refinement continues until each of
the original top-level operations has been described in terms of
acceptable shortest (primitive) statements.
Advantages of Top-down approach
(a) It allows a programmer to remain "on top of" a problem and
view the developing solution in context. The solution always
proceeds from the highest levels down. With other techniques
we may find ourselves bogged down with very lowlevel
decisions at a very early stage. It will be difficult to
make these decisions if it is not clear how they may affect
the remainder of the problem.
(b) It is a very good way to delay decisions on problems whose
solution may not be readily apparent. At each stage in the
development, the individual operation will be refined into a
number of more elementary steps. If we are not sure how to
proceed with step 1 we can still work on step 2.
(c) By dividing the problem into a number of subproblems, we
have made it easier to share problem development. For
example, one person may solve part 2 of the problem and the
other person may solve part one of the problem.
(d) Since debugging time grows so quickly, it will be to our
advantage to debug a large program as a number of smaller
units rather than one big chunk. The top-down development
process specifies a solution in terms of a group of smaller,
individual subtasks. These subtasks thus become the ideal
unit of program testing and debugging.
By testing the program in small pieces, we greatly simplify
the debugging process. In addition, we will have the
satisfaction of knowing that everything we have coded so far
is correct. When we add a new piece of code, say "p" to the
72 Flowcharting Concepts and Algorithms
overall program "P", and an error condition occurs, we can
definitely state that the error must either be in "p" itself or
in the interface between "p" or "P", because "P" has been
previously checked and certified.
(e) Another advantage of the top-down development process is
that it becomes an ideal structure for managing the implementation
of a computer program using teams of programmers.
A senior programmer can be responsible for the design
of a high-level task and the decomposition into subtasks.
Each of those subtasks can then be "farmed out" to a more
junior programmer who work under the direction of the
senior staff. Since almost all software projects are done by
teams of two or more programmers, this top-down characteristic
is very important.
In summary, top-down programming is a program design
technique that analyses a high-level problem in terms of more
elementary subtasks. Through the technique of stepwise refinement
we then expand and define each of these separate subtasks
until the problem is solved. Each subtask is tested and verified
before it is expanded further. The advantages of this technique
are:
(a) Increased intellectual manageability and comprehension.
(b) Abstraction of unnecessary lower-level detail.
(c) Delayed decisions on algorithms and data structures until
they are actually needed.
(d) Reduced debugging time.
1.7.2 Bottom-up Design and Implementation
When faced with a large and complex problem, it may be difficult
to see how the whole thing can be done. It may be easier to attack
parts of the problem individually, taking the easier aspects first
and thereby gaining the insight and experience to tackle the
more difficult tasks, and finally to try and bolt them all together
to form the complete solution. This is called a bottom-up
approach. It suffers from the disadvantage that the parts of the
program may not fit together very easily. There may be a lack of
consistency between modules, and considerable re-programming
may have to be done.
Flowchart Techniques 73
1.7.3 Modular Design and Programming
In industry and commerce, the problems that are to be solved
with the help of computers need thousands or even more number
of lines of code. The importance of splitting up the problem into a
series of self-contained modules then becomes obvious. A module
should not exceed about 100 or so lines and should preferably be
short enough to fit on a single page.
Advantages of modular design
(a) Some modules will be standard procedures used again and
again in different programs or parts of the same program.
(b) Since module is small, it is simpler to understand it as a unit
of code. It is therefore easier to test and debug, especially if
its purpose is clearly defined and documented.
(c) Program maintenance becomes easier because the affected
modules can be quickly identified and changed.
(d) In a very large project, several programmers may be working
on a single program. Using a modular approach, each
programmer can be given a specific set of modules to work
on. This enables the whole program to be finished sooner.
(e) More experienced programmers can be given the more complex
modules to write, and the junior programmers can work
on the simpler modules.
(f) Modules can be tested independently, thereby shortening
the time taken to get the whole program working.
(g) If a programmer leaves part way through a project, it is easier
for someone else to take over a set of self contained modules.
(h) A large project becomes easier to monitor and control.
1.8 Structured Programming
In the 1960s in the USA a number of surveys confirmed what
most data processing managers had believed for a long time
that there is a substantial variation in programmer abilities and
that too much time is spent on debugging programs and on
maintenance activities. The surveys generated much controversy,
but the effect they had was dramatic. Suddenly everyone
became concerned with the programmer’s productivity and the
74 Flowcharting Concepts and Algorithms
way in which he actually programmed. In 1965, Professor Dijkstra
of Eindhoven University in Holland presented a paper at the
IFIP Congress in New York suggesting that the GOTO statement
should be eliminated from programming languages altogether,
since a program’s quality was inversely proportional to the number
of GOTO statements in it. In the following year, Bohm, and
Jacopini showed that any program with single entry and exit
points could be expressed in terms of three basic constructs:
(a) Sequence or carrying out a process
(b) Iteration or looping
(c) Selection or decision taking
This was the beginning of structured programming. This
dramatically improved the quality of programming and of programmer
productivity. The above three constructs have been
explained in sections 1.2 and 1.6.2.
There is no doubt that structured programming has been
successful, but it does not solve all our problems. Poorly constructed
system designs can still negate the benefits provided by
structured programming. It was not surprising then that similar
principles were applied to the tasks of analysis and design and a
full range of structured methods came into being.
1.8.1 Why Structured Programming ?
In computer programming, the spaghetti code is the method of
coding that confuses the program flow because of the excessive
use of GOTO or jump statements. Hence one of the major
improvements has been the shift from spaghetti code to TOPDown
modular design and structured programming methods.
The reason for the evolution to structured programming is the
need for well organized programs that are ultimately easier to :
(a) Design
(b) Read and understand
(c) Modify
(d) Test and Debug
(e) Combine with other programs
Writing programs that are clear for any programmer to read
and understand is a very important consideration, particularly if
there is a change in programming personnel.
Flowchart Techniques 75
1.8.2 Characteristics of Structured Programs
In general terms, structured programming is the development of
computer programs that are well organized. Here is a list of
characteristics of structured programs.
(a) The programs are based on top-down modular design. In
other words, the problem at hand is analysed or broken
down into major components, each of which is again broken
down if necessary. Therefore, the process involves working
from the most general down to the most specific. The design
of the modules is reflected in hierarchy charts such as the
one shown in Figure 1.47.
Figure 1.47 Top-Down modular Design
Driver
module
INPUT pay
Gross
pay
Net OUTPUT
FET FICA NJIT
Title
PRINT
INPUT monthly
Calculate
module
Driver
PRINT
Data Column heads payment
Calculations
for detail
lines Totals
PRINT
Detail
lines
76 Flowcharting Concepts and Algorithms
(b) Each module has one entry point and one exit point. The
GOTO statement is never used to jump from one module in
the program to another. (Pure structured programs do not
use GOTO). The following program in BASIC is an example
of structured programming:
340 REM * * * * * * * INPUT DATA * * * * * * * * * * *
350 PROMPTS WILL SHOW ON THE SCREEN DATA WILL BE ENTERED
AT KEYBOARD
360 CLS : ′ CLEAR SCREEN
370 OK$ = "N"
380 WHILE OK$ = "N"
390 INPUT "ENTER THE EMPLOYEE NAME"; EMPNAME$
400 INPUT "ENTER THE HOURS WORKED"; HOURS
410 INPUT "ENTER THE RATE PER HOUR"; RATE
420 INPUT "ENTER THE NUMBER OF EXEMPTIONS"; EXMP
430 INPUT "ENTER THE SALARY TO DATE"; SALDATE
440 PRINT: PRINT
450 INPUT "ENTRIES OK (Y OR N)"; OK$
460 WHILE OK$ <> ‘‘Y’’ AND OK$ <> ‘‘N’’
470 INPUT "PLEASE ENTER A ‘Y’ OR AN ‘N’ " ; OK$
480 WEND
490 WEND
500 RETURN
(c) A rule of thumb is that the modules should not be more than
one half page long. If they are longer than this, they should
preferably be split into two or more submodules.
(d) Two-way decision statements are based on IF..THEN,
IF..THEN..ELSE, and nested IF statements.
(e) Loops are not custom designed with the use of the GO TO
statement, but are based on the consistent use of
WHILE..WEND and FOR..NEXT. In WHILE..WEND, the
loop is based on the truth of a condition, and in FOR..NEXT,
on a counting process, and the number of repetitions that
can easily be predicted. (See Figure 1.48)
1.8.3 Other Characteristics of "GOOD" Programs
Readability
The ease with which some one can read a program is based on the
Flowchart Techniques 77
Figure 1.48 GO TO statements are removed
manner in which it has been typed. This includes printing gaps
between the modules.
Documentation
The documentation is greatly improved if the variable choice is
descriptive. This serves as a mnemonic device to aid in remembering
the meaning of the variables.
Efficiency
The speed of execution is something to consider, but it is not a
primary concern when using a particular programming language.
In terms of the manipulation of numbers, integers are the fastest,
followed by single precision, with double precision being the
slowest.
1.8.4 Importance of Structured Programming
Structured programming is important for the following reasons:
(a) It is much easier for students to debug structured programs
and for instructors to grade them.
Title
PRINT
INPUT monthly
Calculate
module
Driver
PRINT
Data Column heads payment
Calculations
for detail
lines Totals
PRINT
Detail
lines
GO TO
GO TO
78 Flowcharting Concepts and Algorithms
(b) Students who learn top-down modular design retain what
they have learned over a much longer period of time.
(c) Students who go on from structured BASIC to PASCAL
and/or structured COBOL are better prepared for these languages.
1.9 Modularity
One way to improve the structure of a program is to break down
the original problem to be solved into independent tasks (*called
modules in pseudocode and subroutines in BASIC) and then
execute these modules in a predefined sequence. The resulting
design consists of a network of modules.
Breaking down a problem into smaller pieces (modules)
allows you to focus more easily on a particular piece of the problem
without worrying about the overall problem. The tasks
become easier to solve and are more manageable since each
performs a very specific function. Typically, you can code each
module independently of the others and test or debug each module
separately. Once all modules are working properly, you can
link them together by writing the coordinating code (generally
called the root segment or the main code). The coordinating code
activates the various modules in a predetermined sequence. Consider
Figure 1.49, which illustrates these principles. Note that
the resulting program consists of five modules: the coordinating
module and the four modules A, B, C, and D. It is, of course,
conceivable that a particular module itself might be broken down
into other modules.
By breaking down a problem into independent modules, a
programmer in charge of a very complex problem can easily
assign various members of a team the responsibility for developing
one or more modules. Such modules can be run and tested
independently of one another. Making one change in one module
is a very local intervention that does not require an understanding
of all other modules. In contrast, making one change in a
nonmodular program held together by myriads of GOTO
statements not only requires an understanding of the whole program
but can also produce masses of error messages and a lot of
unwanted output.
Another advantage of a modularized design is that you will
find yourself using the GOTO statement less frequently. This in
Flowchart Techniques 79
Figure 1.49 Program Decomposition
itself is very important, since the undisciplined use of the GOTO
statement can often give rise to the ‘‘spaghetti code syndrome’’,
which makes it very difficult for the program reader to remember
where in the program he/she is coming from and where he/she is
going!
In a modular environment, each module can be respecified as
a sequence of smaller modules describing what is to be done at
increasing levels of detail. The technique of expanding a program
plan into several levels of detailed subplans and presenting the
program structure as a hierarchy of tasks is sometimes referred
to as top-down design. A hierarchy chart, sometimes called a
structured diagram, is a useful tool for illustrating module relationships
and hierarchies. Figure 1.50 shows a hierarchy chart
for the problem shown in Figure 1.49
In summary, modularization helps the programmer write
better structured programs that are generally more compact and
thus easier to work with and more readable. A subroutine can
also reduce the code required for writing tasks that are to be performed
repeatedly at different places in a program.
Problem
A
B
C
D
Coordinating code
Module B
Module D
Module A
Module C
Carry out A
Carry out B
Carry out C
Intial problem Carry out D
(task) Decomposition into
unrelated subtasks
A,B,C, and D
Independent modules are activated
by the coordinating module.
Each module returns control
to the coordinating module.
Coordinating Module
80 Flowcharting Concepts and Algorithms
Figure 1.50 A Hierarchy Chart
1.10 Programming Tools
These are the programs specially designed for the benefit of programmers
so that they can formulate the instructions to solve a
problem properly and easily. One of the important tools is editor.
This is explained in the following paragraphs.
1.10.1 Editors
An editor is a piece of software which enables the programmer to
enter and edit a program. The different kinds of editors are as
follows:
(a) Screen editor
(b) Line editor.
(c) Linkage editor
(d) Text editor
Screen editor
A screen editor allows the programmer to position the cursor
anywhere on the screen and insert or delete text.
Line Editor
A line editor allows lines of text to be entered and edited only
Coordinating
Module
A B C D
Flowchart Techniques 81
by entering commands which refer to a particular line or block of
text. This type of editor was used in the days before VDU screens
were common, when the lines typed in were printed out on a
piece of paper as well as being stored in the memory. An example
of a line editor is EDLIN which is supplied with MS-DOS. This
editor is suitable for typing in small amounts of text such as
batch files. Typical commands include:
Line Number Edits the line specified
A Appends the line
D Delete line
I Insert line
L List text
E End editing
Linkage Editor
The linkage editor is a utility program which adapts a program
that has just been assembled or compiled into a particular computer
environment. It formally links cross references between
separate program modules, and it links the program to various
libraries containing prewritten subroutines. The output of a
linkage editor is a load module, a program ready to run in the
computer.
Text Editor
A text editor is a software program that creates and manages
text files. Text editors are used to create and edit source language
programs, data and text files. Unlike word processors, text
editors do not have elaborate formatting and printing features.
For example, there is usually no automatic word wrap or underline,
bold face and italics printing in text editors.
1.10.2 Other Program Development Aids
Some of the other aids for a programmer may include
(a) An on-line help facility giving information about any command,
standard function or procedure.
(b) Utility programs enabling the user to design input screens
and have the code automatically generated.
82 Flowcharting Concepts and Algorithms
(c) Separate compilation of modules, allowing the programmer
to build up a precompiled tested code.
(d) An integrated development environment combining a text
editor and a compiler with pull down menus, windows, help
facility and debugger.
(e) Application generators These are the software programs
that generate application programs from a description of the
problem rather than from detailed programming. Application
generators are one or more levels higher than the programming
language, whose source code they generate, but
still require the user to input basic mathematical
expressions in order to state complex processing on their
business data. For example, a complicated pricing routine
will require that the pricing algorithms be stated just as
they would be in any programming language.
1.10.3 Types of Program Errors
Once a program has been typed in, different types of errors may
show up. These include:
(a) Syntax/semantic errors
(b) Logic errors
(c) Runtime errors
Syntax/semantic errors
Syntax is a set of rules governing the structure of and relationship
between symbols, words and phrases in a language statement.
A syntax error occurs when a program cannot understand
the command that has been entered.
Logic errors
Logic refers to a sequence of operations performed by a software
or hardware. Software logic or program logic is the sequence of
instructions in a program. Logic errors are the errors that have
been entered in the instructions created because of the mistake
made by a programmer. Suppose you wanted to do the sum of A
and B and put the result in the variable C. This is accomplished
by typing:
C := A + B
Flowchart Techniques 83
But while typing, the programmer has typed the following
expression:
C := A - B
Such a program will run properly but will give erratic result
because the value of C will not be the sum of A and B but it will
be the difference of A and B which is quite different. Such errors
can only be detected with the help of test data that will give the
input values of A and B and the resultant value that should come
out of the program as a result of the operation performed on A
and B. If the result given by the computer and the result calculated
manually with the help of a calculator are the same, then
you can say that there is no logical error. Otherwise a logic error
may be present in the program.
Runtime error
Runtime errors occur when a program is run on the computer
and the results are not achieved due to some misinterpretation of
a particular instruction. This could be some thing like dividing a
number by zero which results in a very large value of quotient. It
may also be any other instruction which a computer is not able to
understand. To overcome this problem, there is a built-in error
detector in the language interpreter or compiler which will give
the message and that will reflect the reason for the run time
error.
1.10.4 Program Testing
It is the job of the programer to test, as far as possible, that all
parts of the program work correctly. It should be realised that
complete testing is not possible except in the case of the most
trivial program; one can never be completely certain that all
errors have been removed, but sufficient tests can be performed
to give a reasonable measure of confidence in the program.
The situation is analogous to testing children on multiplication
tables; once a child has answered a certain number of multiplication
table tests correctly, at some point or other the teacher
assumes that all other tests will be answered correctly and
testing ceases.
84 Flowcharting Concepts and Algorithms
1.10.5 Designing a Test Plan
Good testing requires the following:
(a) A thorough knowledge and understanding of what the program
is supposed to do.
(b) Plan out in advance what ought to be tested.
(c) To work out expected results for each of the test cases.
(d) Writing out the test plan.
Since we cannot test everything, each test must be carefully
planned to provide more information about the program. A major
benefit of preparing a comprehensive test plan with expected
results is that it forces the programmer to think carefully about
the program and often errors are spotted even before running the
test.
1.10.6 Methods of Testing
The objectives of testing can be stated in two basic questions:
(a) Does the logic work properly? This means, answering the
following:
(i) Does the program work as intended?
(ii) Can it be made to crash?
(b) Is the necessary logic present? This means answering the
following:
(i) Are there any functions missing?
(ii) Does the program or module do everything specified?
There are two different ways of testing. These are:
(a) Functional testing
(b) Logical or structural testing
1.10.7 Functional Testing
Functional testing is carried out independently of the code used
in the program. It involves looking at the program specification
and creating a set of test data that covers all the inputs and outputs
and program functions. This type of testing is also known as
"black box testing". For example, to test the program that
calculates check digits we could draw up the following test plan:
Flowchart Techniques 85
Table 1.1 Test Plan for Check Digits
Serial Test for numer- Purpose Expected Actual
Number ical data result result
1 Enter 1234 Test validity of data 1234 Digits 3
2 Enter 8 digits Test extreme case are printed 3
as it is
3 Enter 123W Testing invalid data Data not Error
accepted
From Table 1.1 we will be able to make out whether the software
is testing the data correctly or not. If it is not testing properly,
then we may have to correct the program.
1.10.8 Logical ( Structural) Testing
Logical testing (white box testing) is dependent on the code
logic, and derives from the program structure rather than its
function. In other words, we study the program code and try to
test each possible path in the program at least once. The problem
with logical testing is that it will not detect the missing functions.
One method of devising a test plan is to start with a set of
functional test cases, and then add additional tests to exercise
each statement in the program at least once, making sure that
each decision is tested for all outcomes.
1.10.9 Debugging Aids
Once the presence of logic errors has been detected with the help
of test runs, there are various ways of finding where the error or
errors lie. These include the following:
(a) A dry run through the program, building up a trace table
while manually following the program steps.
(b) The inclusion of extra "write" statements to examine the
contents of variables at various points in the program.
(c) The printouts of file contents before and after processing.
(d) An ‘On line debugger’ which allows a programmer to step
through the program line by line and examine the values of
variables at any point in the program.
86 Flowcharting Concepts and Algorithms
1.10.10 Assembler
A program which translates an assembly language program into
a machine language program is called an assembler. An assembler
which runs on a computer for which it produces object codes
(machine codes) is called a self assembler (or resident assembler).
A less powerful and cheaper computer may not have enough software
and hardware facilities for program development and convenient
assembly. In such a situation, a faster and powerful
computer can be used for program development. The programs so
developed are to be run on smaller computers. For such program
development a cross assembler is required. A cross assembler is
an assembler that runs on a computer other than that for which
it produces machine codes.
1.10.11 Compiler
A program which translates a high-level language program into a
machine language program is called a compiler. A compiler is
more intelligent than an assembler. It checks all kinds of limits,
ranges, errors etc. But its program execution time is more, and
occupies a larger part of the memory. It has low speed and low
efficiency of memory utilization. If a compiler runs on a computer
for which it produces the object code, then it is known as a self or
resident compiler. If a compiler runs on a computer other than
that for which it produces object code, then it is called a crosscompiler.
1.10.12 Interpreter
An interpreter is a program which translates one statement of a
high-level language program into machine codes and executes it.
In this way it proceeds further till all the statements of the program
are translated and executed. On the other hand, a compiler
goes through the entire high-level language program once or
twice and then translates the entire program into machine codes.
A compiler is nearly 5 to 25 times faster than an interpreter. An
interpreter is a smaller program as compared to the compiler. It
occupies less memory space. It can be used in a smaller system
which has limited memory space. The object program produced
by the compiler is permanently saved for future reference. On the
Flowchart Techniques 87
other hand, the object code of the statement produced by an
interpreter is not saved. If an instruction is used next time, it
must be interpreted once again and translated into machine code.
For example, during the repetitive processing of the steps in a
loop, each instruction in the loop must be reinterpreted every
time the loop is executed.
1.10.13 Data Description Language
Data description language(DDL) is a language used to define
data and their relationships to other data. It is used to create
files, databases and data dictionaries.
Hierarchical and network database management packages
are used in large computers such as mainframes or mini computers.
In these systems, large database packages are controlled by
the database administrator whose job is to identify the logical
relationships that exist in an organization’s records. A special
data description language is used to retrieve the stored information.
Programming skills are needed by those who work with
these software products and DDL helps them to do the job more
efficiently.
1.11 What is Program Maintenance?
User requirements from a specific program do not remain static.
They change frequently in response to such factors as new laws,
new ideas, new products, or new computer facilities. Program
maintenance covers a wide range of activities including correcting
coding and design errors, updating documentation and test
data, and upgrading user’s support. In other words, maintenance
may be viewed as enhancement i.e. adding, modifying, or developing
the code to support changes in the specifications.
1.11.1 Why Program Maintenance?
Although software does not wear out like a piece of hardware, it
"ages" and needs to be updated for the following reasons:
(a) Errors are found that were not detected when the system
was tested initially. Even though the system was thoroughly
tested, errors or bugs often appear after the system has been
in use for some time.
88 Flowcharting Concepts and Algorithms
(b) A new function may have to be added to the system. For
example, the school management had initially asked for the
preparation of monthly report of those students who had not
paid their fee in time. But at a later date, the auditors or the
principal of the school needs a report of those students who
are defaulters in paying their fee for more than three
months so that their names can be struck from the school. In
such a case, the report format will need a change.
(c) Alteration in the original program may cause errors elsewhere
in the program and detected later. This will require
modifications in the program.
(d) The final reason for program maintenance is that the
requirements of the user change with time. For example,
programs that produce income tax returns have to be modified
almost every year because of changing tax laws.
1.11.2 Problem Areas in Program Maintenance
Two problem areas in program maintenance are:
(a) high cost of software, and
(b) errors caused due to modification in the original program.
High Cost of Software
Major problem with software maintenance is that the program
writing is labour intensive in nature. Human beings who write
programs are likely to make errors. For example the programmer
who was originally assigned the task of solving and coding the
program may not be available to modify this program at a later
date. Therefore, the new person who is given the job of modification
will have to study and understand the logic of the original
program and then only he can modify the program. This process
may involve more time, money, and there are more chances of
making errors. In such cases, it may be easier and economical to
rewrite a new program rather than amending the old one.
Errors Caused due to Modification in the Original Program
Alteration in the original program, no matter how slight, must be
manually introduced. There is no easy way of making sure that
the modifications made will not cause any errors elsewhere in
any of the subprograms or the main program. Using the old codes
Flowchart Techniques 89
depend mostly on the programmer’s ability to judge what the
code can and cannot do. Hence the program is to be thoroughly
tested after modification before implementation.
1.11.3 Impact of Software Errors
The quality of a software system depends on its design, development,
testing, and implementation. An important aspect of software
quality is its reliability. A program is reliable if, when used
in a reasonable manner, it does not produce failures that are
dangerous or costly. Software errors can cause failure of the system
or produce inaccurate results. Programmers should therefore
strive to design error free programmes. The software errors are
mainly due to design errors or specifications. Hence these are
also to be rechecked before studying the impact caused by the
errors.
1.11.4 The Problem of Software Modification
The basic problems of modifying software can be attributed to
time schedule and the user-need satisfaction. These are as follows:
Time schedule
Modification of a program may not be feasible within the time
schedule because of several reasons. The reasons may be nonavailability
of the right kind of manpower, improper documentation
of the old program or testing data. For such cases, the earlier
version of the software will have to be used till all the errors are
removed in the newer version after it has been tested thoroughly.
User-need Satisfaction
People who are using the program are the final evaluators of the
modification. Hence it should be found out whether these users
are now satisfied with the new version of the software or not.
Further how useful is the new software for them? How enthusiastic
are they about the friendliness and ease of working with
the new software? Answers to all these questions are to be
evaluated and implemented.
90 Flowcharting Concepts and Algorithms
1.11.5 Software Life-cycle
Every software has a life cycle, just as a living organism or a new
product. Commercial programs such as payroll, accounts, stock
control and other software share a common life cycle pattern. One
method of doing things may work well for a period of time. This
may last for several years. However, owing to expansion or
changes in the nature of the business, the economic environment,
the need to keep up with new technology or other factors, the
program may seem to be inadequate for future use. At this point
investigations are made, requirements are analyzed, and a new
specifications are proposed and a new program is developed. The
life cycle of the new program thus starts again.
Stages in Software Life cycle
Analysis of the Problem and laying down Specifications The problem
must be first defined and analyzed and the specifications of
input and the output should be prepared. Sometimes a systems
analyst is asked to prepare a feasibility study and the cost benefits.
Once these are accepted, the software design starts.
Design and Development The design stage involves a number of
tasks such as designing the output, input, files, database if
applicable, system controls and test plan. Input forms must be
designed, clerical procedures laid down and all aspects of the
design must be documented. In the development stage, there are
two aspects. First the program development and next the equipment
acquisition. The senior programmer will rewrite program
specifications to describe what each program in the system will
do and how it will do it. The equipment will be acquired and the
program will be tested on the computer system.
Testing and Debugging The program so developed will be tested
for conforming the specification laid down and the results
achieved. At the same time, if there are any bugs in the system,
these will be removed and programs are re-tested.
Implementation This is the stage when the new software becomes
operational. It is a critical phase of the project, requiring careful
timing, coordination and training of all the user departments.
Maintenance All software need to be maintained. It means, performance
monitored, modifications made if required, errors corrected,
documents kept up-to-date. If the system needs
Flowchart Techniques 91
major modification then the life-cycle starts again. It means, the
changes are done and the software development is once again
carried out.
Training the User
Since one purpose of the new software system is to change existing
procedures, training is crucial. All individuals have to
understand what is required by the new software system. After
the problems of installation have been resolved and the organization
has adjusted to the changes created by the new software
system, the operational stage begins. That is, the system now
operates on a routine basis. However, this routine does not mean
that it remains unchanged. There is a constant need for maintenance
and enhancements. Maintenance is required because programs
inevitably have errors that must be corrected when they
appear. As users work with the new software system, they will
learn more about it and will develop ideas for change and
enhancements. The system continues to evolve throughout its life
cycle.
1.11.6 Documentation and its Importance
Documentation provide a general outline as well a few specific
details of the overall program structure. The documentation of a
program is a continuous process. After successfully completing
the program, we must ensure that documentation is complete
and is in a finished, usable form. This includes both technical
documentation for the programmers who may be working with
and modifying the completed program and user-level documentation
for the users of the program.
A good user documentation is essential if a program is to be a
useful tool. Good technical documentation is essential for maintaining
a program. We may decide at a future date to add features
to the program, or we may have to find and correct errors in
the program, both of which can be virtually impossible if the
technical documentation is inadequate.
1.11.7 Aim of Program or System Documentation
The aims of documentation are:
92 Flowcharting Concepts and Algorithms
(a) To help in the design of the system by working to a set of
standards and having available a clear description of the
work done so far. The documentation needs to be kept upto-
date throughout the project.
(b) Good documentation ensures that everyone involved in the
system (system designers, programmers, and users) fully
understand how their aspect of the system will work. For
example, what data will be inputted and how, and what
information will be available from the system. This allows
any misunderstandings or disagreements to surface before
they become deeply entrenched in the system.
(c) To ensure that the system can be maintained after completion
even though the programmers involved in the original
design or programming of the system may not be available.
It is essential that proper documentation is kept to enable a
newcomer to make necessary corrections, alterations or
enhancements.
1.11.8 Contents of a Document of a System
The following are the parts of a document of the system:
(a) An accurate and up-to-date system specification.
(b) System flowchart(s) or data flow diagrams showing the
inputs to the system, files required, processes to be carried
out, and output from the system.
(c) A description of the purpose of each program within the
system.
(d) Organization, contents and layout of each file used.
(e) Layout and contents of all output prints and displays.
(f) Current version of each program listing.
(g) Test data and expected results.
In addition, the following items of documentation will need to
be prepared.
(a) Clerical Procedure Manual
(b) Operating Instruction
(c) Data Preparation Instruction
Clerical Procedure Manual
This manual details the activities that the clerical staff will
undertake in preparing data for input to the system. For examFlowchart
Techniques 93
ple, batching documents and calculating hash totals. It will also
describe what action is to be taken when errors occur for
example, when a validation program reports errors.
Operating Instructions
This document gives the details to the computer operator of how
to run the program. It may include:
(a) Details of the procedure for starting the program.
(b) Details of disks and tapes required.
(c) Special stationery to be used.
(d) The number of copies of each report, and who is to receive
the output.
(e) Backup procedures to be followed.
(f) Recovery procedures in the event of hardware failure.
Data Preparation Instructions
This will contain instructions on data entry, showing if necessary
how each field should be entered. For example, a date field may
be entered in various formats and the correct one needs to be
specified.
In a small system, written perhaps for a single user working
on a micro-computer, these three manuals may be combined into
one User Manual.
1.12 Data Flow Diagrams (DFD)
Data flow diagrams are used to emphasize the logical flow of data
through a system. The basic symbol is a circle or bubble and is
called a ‘transform’ since it identifies a function that transforms
data. Figure 1.51 illustrates a data flow diagram for a small
organization.
Data flow diagrams can be made at different levels. Symbols
are also used to denote logical conditions such as AND or an
exclusive OR. Figure 1.52 shows the logical AND and the exclusive
OR symbols used in a data flow diagram concerned with validating
input. Both the transaction input and the master file
input are required for the transform VALIDATE INPUT. One of
the inputs by itself is insufficient. As a result of VALIDATE
INPUT, either a rejected transaction or a valid transaction will
be produced. However, both cannot be produced since the output
94 Flowcharting Concepts and Algorithms
Figure 1.51 Data flow diagram for a small business organization
Figure 1.52 Data flow diagram for validating input data
form the transform is an exclusive OR.
The data flow diagrams shows the inputs and outputs clearly.
A data flow diagram for customer enquiry system is shown in
Figure 1.53. This data flow diagram has the basic elements
namely SOURCE, DATA, STORE and DESTINATION.
1.13 Structure Charts
A flowchart is a blueprint or a logical diagram of the solution of a
problem. As explained earlier, flowcharts use a standard set of
CUSTOMERS
SALESFORCE
FINANCE
Customer
information
CUSTOMERS
MANAGEMENT
DO
EVERYTHING
Reports
Response
Enquiries
Financial
history
VALIDATE
INPUT
Master file
input
Rejected
transaction
AND OR
+
Accepted
transaction
Transaction
input
*
Flowchart Techniques 95
Figure 1.53 Data Flow Diagram for customer enquiry system
symbols and the actual operation to be performed is written
inside the symbol. The arrow coming out of the symbol indicates
which operations is to be performed next.
There are special types of flowcharts, called structure charts,
that restrict the types of allowable operations and inter connections
in order to produce well organized and readable diagrams.
Structure charts are thus pictorial representation of the design of
a system.
The flowcharting technique is useful primarily for macrolevel
or system flowcharts level where we are concerned with the
most general level of operations needed to solve a large problem.
Each element of a system flowchart would typically represent a
fairly large and complex manual, clerical or computer procedure
DATA STORE
SOURCE DESTINATION
PROCESS
PROCESS
PROCESS
Data
element
Dataflow 1
Dataflow 2
Dataflow 3
Dataflow 4
96 Flowcharting Concepts and Algorithms
for which an algorithm must be developed and implemented.
These individual procedures could be developed and represented
using an algorithmic language. However in a structured chart,
there is a sequence of process shown along with the hierarchy of
the process. These structure charts are used at the system design
phase. Table 1.2 highlights the differences between data flow
diagram and structure chart.
Table 1.2 Difference between data flow diagram and
structure chart
Sl. No. Data Flow Diagram Structure Chart
(1) In a data flow diagram only the In a structure chart the
process is shown but the sequence in which process is
sequence is not important to be done is also important
(2) In this case, the hierarchy or In this case, hierarchy of the
the ladder in which the process process is important
is to be executed is not important
(3) A data flow diagram is nor- A structure chart is normally
made at the system anal- mally made at the system
ysis phase. design phase.
1.13.1 Elements of Structure Chart
Structure charts have three basic elements. These are :
Module
It is a rectangular shape with the process name written in it.
Figure 1.54 shows a module. The box represents a module and
the alphabets such as A, B, C written inside the box are the
names of the processes performed.
Connectors
Connectors connect any two modules with the arrows drawn in
the downward direction. Figure 1.55 shows the arrow which is a
connector.
Flowchart Techniques 97
Figure 1.54 Module
Figure 1.55 Connector
Couple
The carriers of data are called couples. These indicate the data
flow between the modules. Figure 1.56 shows a couple. Couple
can be of two different types.
(a) Data couple
(b) Control couple
Module
A
(Process)
(Process) (Process)
C
Module
B
Connecter
A
(Process)
(Process)
B
(Process)
C
Connector
98 Flowcharting Concepts and Algorithms
Data Couple and Control Couple
Data couple carries data between two modules and it can have
upward or downward direction. But control couple only carries
information about data couple and does not carry any data. Control
couple is always directed upwards because it shows the module
which is to be evoked. Figure 1.56 show the two different
types of couple. The arrows with a blank circle at the tail is called
data couple. The arrow with a completely filled circle at the tail
end is called a control couple.
Figure 1.56 Couple (data and control)
How to Draw Structure Chart ?
In order to draw a structure chart, you will need to identify the
inputs, process and the outputs. You should draw different modules
for different processes in a system. This will be more clear
with the help of the example given below.
Example 1.20
Draw the structure chart for calculating the amount of scholarship
(a cut in the tuition fee) to be awarded to a student. The
conditions are as follows:
(a) If marks are 90, give 15% cut in the fee
(b) If marks are 85, and < 90, then give 12% cut in the fee
(Process)
A
(Process)
B C
(Process)
Control
Couple
Data
Couple
Couple
Data
Flowchart Techniques 99
(c) For all other cases, no cut in the fee.
Solution
The structure chart is shown in Figure 1.57.
Figure 1.57 Structure chart for example 1.20
Example 1.21
Draw a structure chart for searching a record as roll no. and then
print the record.
Solution
The structure chart for example 1.21 is shown in Figure 1.58. The
diagram is self-explanatory.
Looping in a Structure Chart
Looping means the repetitions of a set of statements in a
Scholar Ship
of Student
Validate Fee
Get Validated
Marks
Compute
Scholarship
Print Name of
Student get
Scholarship
Get Validated
Fee
Get Marks Get Validated
Marks
Compute
15% of Fee
Compute
12% of Fee
Get Fee
Fee
Marks
Valide
Flag
Fee
Fee
Valide
Flag
Marks
Marks
Flag
Valide
100 Flowcharting Concepts and Algorithms
program. In a structure chart, looping is shown by an angle with
the arrow mark. See Figure 1.59.
Figure 1.58 Structure chart for example 1.21
Conditional in Structure Chart
Conditional is a term which describes one action or operation
which takes place only when the condition is true and the other
action or operation which takes place when the condition is false.
Figure 1.59 gives the representation of the condition by a rectangular
polygon.
We have used the concepts of looping and conditional in
examples 1.20 and 1.21 as shown in Figure 1.57 and 1.58. (See
the angular arrows and the rectangular polygon).
1.14 Context Analysis Diagram
This type of diagram is made in the system analysis phase and it
gives a graphic representation of the system as a whole. In this
Search the
Record
Get Valid Find
Record
Print the
Record
Validated
RollNo.
Get Student
RollNo.
RollNo.
RollNo. Valide
Flag
RollNo.
RollNo.
Valide
Flag
Student RollNo.
Flowchart Techniques 101
Figure 1.59 Looping and conditional in structure chart
diagram entire system is shown as a single process. This diagram
identifies the external entities, the inputs and the outputs.
1.15 System Manual
The system manual is a statement of requirements which defines
specifically what is to be accomplished by the proposed computer
system. It is a fairly detailed document. Most of the data needed
for it is collected in the feasibility study. The document serves
both as a summary of the proposed system for internal purposes
and as a statement used in inviting equipment proposals from
vendors of data processing equipment.
On the basis of a preliminary screening, four or five vendors
may be invited to submit proposals. Each vendor is provided
with a copy of the manual of specifications and the rules for submitting
proposals. These may be followed-up by interviews with
vendors to clarify any misunderstandings or uncertainties in the
specifications. When the proposals are ready, the manufacturer’s
representative is usually provided with an opportunity for a
Conditional
Looping
Input Process Output
102 Flowcharting Concepts and Algorithms
presentation to the study group. This group studies the manual
and decides the selection of equipment and the supplier.
1.16 Source Code
The source code is the language in which a program is written by
the programmer. Source code is translated into object code by
assemblers and compilers, or a line at a time by an interpreter. In
some cases, the source code may be automatically converted into
another dialect or language by a conversion program. The source
code is not executable by the computer directly. It must be converted
into machine language first.
1.16.1 Command File
The command file is a machine language program that can be
loaded and executed in the computer. For example in Microsoft
DOS operating system, the Command.Com is one such file which
is used to boot the computer. Command files have a suffix .COM.
These files are designed to work only in specific memory locations.
They contrast with .EXE files, which can be relocated anywhere
in memory.
1.17 Input/Output Report Formats
The reports that are generated for the management or for the
working of an organization should be different from the data format
which is entered at the input stage of the processing cycle.
Thus the system analysis shows the relationship between the
individual items on each output and the items available as inputs
to the system.
The output reports and input documents should be documented
in terms of data contents and approximate layout. It is
possible to work back from the output contents, through the
system, to the inputs required. This is done by determining which
output data items are derived by calculation or by logical deduction.
All other items can then be broken down into those which
require fresh input every time, as part of input transaction
documents, and those which can be stored on file because they
are historical or relatively static.
Flowchart Techniques 103
1.18 Data-item Dictionaries
Data-item dictionary is used to define data, including identifiers,
location, and format for storage characteristics. It holds the
name, type range of values, source, and authorization for access
of each data element in the organization’s files and databases. It
also indicates which application program what data, so that
whenever a change in a data structure is contemplated, a list of
the affected programs can be generated. The data dictionary may
be a stand-alone information system used for management and
documentation purposes, or it may be an integral part of database
management system where it is used to actually control its
operation. Data integrity and accuracy is better insured in the
latter case. The data-item dictionary will contain the following
type of information:
(a) What tables and columns are included in the present structure.
(b) The names of the current tables and columns.
(c) The characteristics of each item of data, such as its length
and data type.
(d) Any restrictions on the value of certain columns.
(e) The meaning of any data fields that are not evident.
(f) The relationships between items of data.
1.19 Testing Results
In order to completely test the program logic, the test data must
test each logical function of the program. The test data selected
for testing a program should include:
(a) Normal data which will test the generally used program
paths.
(b) Unusual but valid data, which will test the program paths
used to handle exceptions. Such data might be encountered
occasionally in running the program.
(c) Inappropriate data which will test the error handling capabilities
of the program.
104 Flowcharting Concepts and Algorithms
If a program runs successfully with the test data and produces
correct results, it is normally released for use. However,
even at this stage errors may remain. There are certain errors in
complex systems that remain hidden for months and years
together.
1.20 Review Reports and Management Decisions/Orders
Once the computer run system has become operational, it will
need to be examined to see if it has met its objectives. For example,
the costs and benefits will be compared with the estimates
produced at the system inception. This particular activity is often
known as "Post Audit"
The new system will also need to be reviewed and maintained
periodically for the following reasons:
(a) To deal with unforeseen problems arising in operation. For
example, programs may need to be modified to deal with
unforeseen circumstances.
(b) To confirm that the planned objectives are being met and to
take action if they are not.
(c) To ensure that the system is able to cope with the changing
requirements of business.
The results of a systems review would be used in future systems
analysis assignments.
1.20.1 Management Decision/Orders
In the event of adverse remarks given by the post audit team in
the functioning of the new computer system, it may be necessary
for the management to take some bold decision or issue orders for
the change/review of the system. For example, if the system is not
able to cope with the load of the work for which it was originally
designed, then it may not be worthwhile to continue with the
automatic new system. Let us take the case of the system
designed for the school fee collection. The system may be required
to meet the immediate collection of the fee. But if the system does
not meet this need as the working of the software is not reliable
or there is some other inherent defect in the system created, then
it will be necessary for the management to look into the new system
and ask for the review or change of the earlier system.
Flowchart Techniques 105
Test Paper Based on Chapter 1
Time allowed : 3 hr
Max.Marks : 100
Answer all questions
Q 1. Answer the following
(a) What are the advantages and limitation of pseudocodes ?
(b) List the program preparation techniques that are often included
under the term ‘Structured Programming’.
Q 2. What is a Flowchart ? List the flowcharting rules.
Q 3. What are the advantages and limitations of flowcharts ?
Q 4. Differentiate between the following
(a) Pseudocode and Flowchart
(b) Compiler and Interpreter
(c) Top-down and Bottom-up design techniques
(d) Testing and Debugging
Q 5. What do you understand by structured programming ? State the characteristics
of structured programs.
Q 6. Write short notes on the following
(a) Data flow diagram (DFD)
(b) Compiler
(c) Trailer Record
(d) Algorithm
Q 7. What is modular concept in programming ? Mention a few essential
requirements of modular programming.
Q 8. What are the two broad types of programming errors ? How are they
detected?
Q 9. What do you understand by documenting a program ? Why is it
necessary ?
Q 10. (a) What is meant by program maintenance ? How can proper program
design make it easier to maintain programs ?
(b) What are the different ways of debugging and testing a program ?

Tidak ada komentar:

Posting Komentar