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Algorithm and flowchart explained with examples, what is algorithm and flowchart.

Algorithm and flowchart are programming tools. A Programmer uses various programming languages to create programs. But before actually writing a program in a programming language, a programmer first needs to find a procedure for solving the problem which is known as planning the program. The program written without proper pre-planning have higher chances of errors. The tools that are used to plan or design the problem are known as programming tools. Algorithm and flowchart are widely used programming tools.

algorithm and flowchart

The word “algorithm” relates to the name of the mathematician Al- khowarizmi , which means a procedure or a technique. Programmer commonly uses an algorithm for planning and solving the problems.

An algorithm is a specific set of meaningful instructions written in a specific order for carrying out or solving a specific problem.

Types of Algorithm:

The algorithm and flowchart are classified into three types of control structures.

  • Branching(Selection)
  • Loop(Repetition)

According to the condition and requirement, these three control structures can be used.

In the  sequence structure, statements are placed one after the other and the execution takes place starting from up to down.

Whereas in branch control, there is a condition and according to a condition, a decision of either TRUE or FALSE is achieved. In the case of TRUE, one of the two branches is explored; but in the case of FALSE condition, the other alternative is taken. Generally, the ‘IF-THEN’ is used to represent branch control.

Write an algorithm to find the smallest number between two numbers

Write an algorithm to check odd or even number.

The Loop or Repetition allows a statements or block of statements to be executed repeatedly based on certain loop condition. ‘While’ and ‘for’ construct are used to represent the loop structure in most programming languages. Loops are of two types: Bounded and Unbounded loop. In bounded loop, the number of iterations is fixed while in unbounded loops the condition has to satisfy to end the loop.

An algorithm to calculate even numbers between 20 and 40

Write an algorithm to input a natural number, n, and calculate the odd numbers equal or less than n.

Characteristics of a good algorithm.

  • The Finite number of steps:

After starting an algorithm for any problem, it has to terminate at some point.

  • Easy Modification.

There can be numbers of steps in an algorithm depending on the type of problem. It supports easy modification of Steps.

  • Easy and simple to understand

A Simple English language is used while writing an algorithm. It is not dependent on any particular programming language. People without the knowledge of programming can read and understand the steps in the algorithm.

An algorithm is just a design of a program. Every program needs to display certain output after processing the input data. So one always expects the result as an output from an algorithm. It can give output at different stages. The result obtained at the end of an algorithm is known as an end result and if the result is obtained at an intermediate stage of process or operation then the result is known as an intermediate result. Also, the output has to be as expected having some relation to the inputs.

The first design of flowchart goes back to 1945 which was designed by John Von Neumann . Unlike an algorithm, Flowchart uses different symbols to design a solution to a problem. It is another commonly used programming tool.

In general, a flowchart is a diagram that uses different symbols to visually present the flow of data. By looking at a flow chart one can understand the operations and sequence of operations performed in a system. This is why flowchart is often considered as a blueprint of a design used for solving a specific problem.

A flowchart is defined as a symbolic or a graphical representation of an algorithm that uses different standard symbols.

Flowchart Symbols:

flowchart symbols

Guidelines for drawing a flowchart.

  • The Title for every flowchart is compulsory.
  • There must be START and END point for every flowchart.
  • The symbols used in flowchart should have only one entry point on the top. The exit point for symbols (except for decision/diamond symbol) is on the button.
  • There should be two exit points for decision symbol; exit points can be on the bottom and one side or on the sides.
  • The flow of flowchart is generally from top to bottom. But in some cases, it can also flow to upward direction
  • The direction of the flow of control should be indicated by arrowheads.
  • The operations for every step should be written inside the symbol.
  • The language used in flowchart should be simple so that it can be easily understood.
  • The flowlines that show the direction of flow of flowchart must not cross each other.
  • While connecting different pages of the same flowchart, Connectors must be used.

Some examples of algorithm and flowchart.

Example1: To calculate the area of a circle

Step1: Start

Step2: Input radius of the circle say r

Step3: Use the formula πr 2 and store result in a variable AREA

Step4: Print AREA

Step5: Stop Flowchart:

flowchart to find the area of a circle

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advantage and disadvantages of algorithm and flowchart

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Algorithms, flowcharts, and pseudocode. ¶

Overview, objectives, and key terms ¶.

In this lesson, we’ll dive right into the basic logic needed to plan one’s program, significantly extending the process identified in Lesson 2 . We’ll examine algorithms for several applications and illustrate solutions using flowcharts and pseudocode . Along the way, we’ll see for the first time the three principal structures in programming logic: sequence , selection , and iteration . Throughout, specialized syntax (Python or otherwise) is avoided (with the exception of the handy slicing syntax introduced in Lesson 3 ), but variables and simple operators are used.

Objectives ¶

By the end of this lesson, you should be able to

  • define what an algorithm is
  • decompose problems into a sequence of simple steps
  • illustrate those steps graphically using flowcharts
  • describe those steps in words using pseudocode

Key Terms ¶

  • counter variable
  • index variable
  • conditional statement

Algorithms ¶

An algorithm is procedure by which a problem (computational or otherwise) is solved following a certain set of rules. In many computer science departments, entire courses are dedicated to the study of algorithms important for solving a wide variety of problems. Some of the most important algorithms (including a few that we’ll be studying in part throughout the semester) are

  • Gaussian elimination (for solving \(\mathbf{Ax}=\mathbf{b}\) )
  • Bubble sort (for sorting an array of values)
  • Quicksort (a better way to sort those same values)
  • Sieve of Eratosthenes (for finding prime numbers)
  • Babylonian method (for finding square roots)
  • Linear search (for finding a value in an array)
  • Binary search (a better way for finding that value)
  • Dijkstra’s algorithm (for finding, e.g., the shortest path between two cities)
  • RSA algorithm (for encrypting and decrypting messages)

Many more such algorithms are listed elsewhere .

It turns out, however, that we apply algorithms all the time in every-day life, often without realizing it. Such occasions might be as boring as choosing one’s outfit for the day based on planned activities, the weather, the general status of laundry (and how many times you think you can wear that pair of jeans), etc. Other occasions of somewhat more importance might include choosing a baby’s name (which might mean making a list, whittling it down, and then convincing your wife that Linus is the one not just because that’s the name of the Finnish-born inventor of Linux). The list goes on and on: life presents problems, and we apply logic to solve those problems.

Sequence by Example: Computing Grades ¶

Let’s consider something with which you are all familiar: a course grading scheme. As a concrete example, suppose the course in question has graded tasks in four categories, each with its own weight:

  • homework - 20%
  • laboratories - 10%
  • quizzes - 10%
  • examinations - 60%

Such a scheme is probably familiar, and you’ve probably used your intuition, knowledge of your grades, and knowledge of this sort of weighting scheme to compute a final percentage. Here, we’ll formalize that process using flowcharts and pseudocode.

To simplify matters somewhat (for now), assume that there are a fixed number of tasks in each category, and each task within a category is worth the same amount. For example, the course might have 5 homework assignments, and each of these assignments might be assessed out of ten points. Take those scores to be 10, 7, 9, 10, and 10.

You might immediately see how the computation of a homework percentage can be broken into several independent steps. For instance, we can first compute the homework score. How? Think carefully. If you were using a calculator, what would you enter? On mine, I can enter 10 followed by a + and then 7 and then another + . After every addition + , it prints out the running total. In other words, it’s automatically storing the running total.

We can be more explicit, though. Before we add any of the scores at all, we can set the total score to zero, and thereafter, we can add each of the homework scores to that total in sequence . When that’s done, we need to compute the total possible score, which is the number of tasks multiplied by the point value per task. Finally, we need to compute the percentage earned on these homework assignments, which is equal to the total homework score divided by the total number of points possible (and then multiplied by 100).

This entire process can be described using pseudocode , which is any informal, high-level (few details) language used to describe a program, algorithm, procedure, or anything else with well-defined steps. There is no official syntax for pseudocode, but usually it is much closer to regular English than computer programming languages like Python. Here is one possible pseudocode representation of the procedure just outlined for computing the homework score:

Of course, this might seem long-winded, but it is explicit . As long as the input and output processes are specified (e.g., providing a printout of grades and asking for a final value to be written on that printout), this procedure could be given to most reasonable people and executed without difficulty. For reference, the total homework score (in percent) that one should get from the individual scores above is 92.

Exercise : For each line of the pseudocode above, write the value of total_score , total_possible , and hw_percent . If a variable does not have a value at a particular line, then say it is undefined .

A flowchart of the same procedure is provided below.

Flowchart for Computing Homework Percentage

Flowchart for Computing Homework Percentage

Now, revisit the bolded word above: sequence . This particular process for computing the homework percentage is a sequence , which is the simplest of the logical structures used in programming. A sequence is nothing more than a set of instructions executed one after another. The number of these instructions and the order in which they are executed is known from the start, just like our example here (and the example seen in Lesson 2 ).

Selection ¶

The same sort of procedure can be used for all of the grading categories, and hence, let us assume now that we have available the final percentages for homework, laboratories, quizzes, and homeworks. The question now is how to assign a final letter grade based, for example, on the traditional 90/80/70/60 scheme for A/B/C/D. For this grading scheme, anything 90% or higher earns an A, anything less than 90% but greater than or equal to 80% earns a B, and so forth.

Of course, this requires that we first compute the final grade, for which the final percentages and the corresponding category weights are required. In pseudocode, that process can be done via

What we need next is to define the grade, and that’s where selection enters the game. Selection refers to a structure that allows certain statements to be executed preferentially based on some condition . Hence, selection is often implemented using conditional statements . In English, a basic conditional statement takes the form If some condition is satisfied, then do something . More complicated statements can be formed, but all conditional statements can be rewritten using one or more of these simple statements.

A basic conditional statement can be represented graphically as shown below.

Flowchart fragment for a simple conditional statement

Flowchart fragment for a simple conditional statement

Armed with conditional statements for selection, we can tackle the final grade. Given the final percentage, we check whether that value is greater than 90. If so, the grade assigned is an A. If not, we can further check whether that percentage is greater than or equal to 80 and less than 90. If so, a B. If not, we check against 70 and then 60 for a C and D, respectively. If the percentage has not earned a D by the time we’ve checked, our poor student’s grade, of course, is an F.

This procedure, much like those described previously, can be described compactly in pseudocode:

As a flowchart, this same procedure is shown below.

Flowchart for computing the final grade

Flowchart for computing the final grade

Iteration ¶

Suppose that the homework grades analyzed above are subjected to a slight policy change: the lowest score is dropped. Such a policy is pretty common. How do we tackle this problem? It requires that we make a decision when adding a particular homework score to the total. In particularly, we skip adding the lowest score.

Exercise : Think back to the scores (i.e., 10, 7, 9, 10, and 10). Now, pick out the lowest score and, importantly , write down how you came to that conclusion. Seriously—think about what you needed to do to choose the lowest number and get it down in words.

When I first glance at the numbers, I see that there are some 10’s and other numbers, and scanning left to right, I pick out 7 as being the lowest of them. Then, keeping track of 7 (subconsciously, in this case), I scan the list and confirm that 7 is, in fact, the lowest score. I’ll bet you do something similar, but computers don’t have eyes (or a subconscience), and we therefore need to define this a bit more carefully.

The Basic Idea ¶

To start, let’s assume that the individual homework grades are stored in an array (e.g., a NumPy ndarray ) rather than as separate values. Call this array hw_scores so that we use, e.g., hw_scores[0] and hw_scores[1] instead of hw_1_score and hw_2_score . From this array, we need to pick out which element represents the score to be dropped. Therefore, we need language to describe the process of iterating through the array elements, i.e., iteration . In English, we might say something like “for each score in the array, do something.” More generically, iteration consists of doing that something until some condition is no longer satisfied, as illustrated in the flowchart fragment below:

Flowchart fragment for a simple loop

Flowchart fragment for a simple loop

Notice that this flowchart bears a striking similarity to the one shown above for the conditional statement. The difference, however, is that the flow of the program is redirected to before the condition block. In other words, a repeating loop is produced that is broken only if the condition is no longer because of changes made inside the “do something” block. The pseudocode fragment for this same loop is

Let’s apply this to a simple but illustrative problem before moving on to our homework application. Suppose we want to print every value in an array a of length n . A canonical approach to this sort of problem starts by defining an index or counter variable (often named i ) that is used to access the i th element of the array during the i th time through the loop. After the i th element has been used, the counter is increased by one, and the loop begins again. Once the counter is equal to the number of elements in the array, the loop is terminated. Here’s the complete algorithm in pseudocode

and as a flowchart

Flowchart for printing the elements of an array

Flowchart for printing the elements of an array

Back to Homework ¶

For our homework example, the condition is “have all the scores been considered?”, while the “something” to be done is checking whether or not a given score is lower than the others. The counter-based approach to iteration developed above can be used to go through each element of the homework score array, thereby ensuring that all the elements are considered. We could compare the i th grade to every other grade (implying an iteration within an iteration), but there is a simpler way. First, we can set the lowest score equal to the first grade (i.e., hw_grades[0] ). Then, we can go through all the other scores and compare each to the lowest score. If a score is lower than the current value of lowest score, that score becomes the lowest score. Along the way, we can also keep track of the index (location) of the lowest score within the array. Here’s the idea in pseudocode:

Here it is also as a flow chart:

Flowchart for finding the lowest grade

Flowchart for finding the lowest grade

Putting It All Together ¶

By now, we have all the pieces needed to compute the total homework percentage when the lowest score is dropped. Here it is, all together, in pseudocode:

Practice Problems ¶

Planning out the logic needed to solve problems can be tricky, and most students require lots of practice. Each of the topics discussed above will be the focus of the next several lessons as we dive into their implementation in Python. However, now is the time to start applying the sequence, selection, and iteration constructs, and listed below are several great practice problems to help get you started.

Develop an algorithm for each of the following tasks using both pseudocode and a flowchart . Note, many of these tasks represent great practice problems for Python programs, too. Of course, if you plan out the logic first using the tools employed in this lesson, the implementation of your solution in Python later on should be much easier!

  • Prepare a pot of coffee.
  • Prepare a cup of coffee for your friend. (Cream or sugar?)
  • String a guitar.
  • Choose your outfit (making sure to account for the day of the week and the weather).
  • Determine the largest number in an array.
  • Determine the second largest number in an array.
  • Determine whether an integer is even.
  • Determine whether an integer is prime .
  • Determine whether a given year is a leap year .
  • Determine the next leap year after a given year.
  • Divide one number by another number using long division
  • Determine the sum of an array of numbers.
  • Determine the sum of the elements of an array of numbers that are divisible by 3 and 5.
  • Given any two integers n and d , determine whether the quotient n/d leads to a finite decimal number (e.g., \(5/4 = 1.25\) ) or an infinite decimal number (e.g., \(1/3 = 0.3333\ldots = 0.\bar{3}\) ).
  • Extend the homework grade algorithm to drop the two lowest scores.
  • Determine a final grade in ME 400 following the course grading policies (including drops).

Further Reading ¶

Here is a nice example of flow chart construction for the game of hangman.

Table Of Contents

  • Sequence by Example: Computing Grades
  • The Basic Idea
  • Back to Homework
  • Putting It All Together
  • Practice Problems
  • Further Reading

Related Topics

  • Previous: More on NumPy Arrays: Slicing and np.linalg
  • Next: Lecture 6 - Conditional Statements and the Structure of Python Code
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Pseudocode and Flowcharts

Software development is complex and usually involves many parties working together. Therefore, planning out a project before beginning to program is essential for success.

In this article, we will take a real-world problem and attempt to design an algorithm step by step to best solve it using pseudocode and flowcharts.

Password validator

The problem.

Passwords are everywhere, and we create them all the time to access a great array of services. However, it can sometimes be helpful to guide users to make stronger passwords. This can be done by imposing some restrictions on what passwords are considered valid.

If we want to set a couple of restrictions, such as that the password must be at least 8 characters and contain a number, then the following passwords would be valid:

  • supers3cure
  • meandmy2dogs

But these would not:

We have all seen plenty of passwords like these, so let’s come up with a simple algorithm to validate passwords like this!

The solution

First, let’s take this problem and brainstorm some steps to validate passwords that are at least 8 characters long and also contain a number:

Input the password that we plan to validate.

To keep track of the password length, establish a pass_length variable and set it to 0 .

To keep track of whether the password contains a number, establish a contains_number variable and initially set it to False .

Has the entire password been searched?

If not, continue to step 5.

If so, skip to step 8.

Iterate, or move to, to the next character in password .

Increase the value of pass_length by 1 .

Is the current character a number?

If not, go straight back to step 4 and continue to iterate over the entire password .

If so, set the contains_number variable to True and then go back to step 4.

Is the pass_length greater than 8 and is contain_number equal to True ?

If not, then the password is invalid.

If so, then the password is valid!

Doodling a flowchart

Now that we have a framework for the task that needs to be completed, we can get to formalizing the solution. As a picture is worth a thousand words, a nice doodle can be a helpful way to communicate a complex idea — and in software development, the professional form of doodling is the flowchart !

Common flowchart symbols

Flowcharts have some standard symbols that allow them to be read and understood by a wider group of people. These are some of the most commonly-used symbols:

The terminal is an oval that indicates the beginning and end of a program. It usually contains the words Start or End .

The flowline is a line from one symbol pointing towards another to show the process’s order of operation. This displays the flow of execution in a program.

Input/Output

Input/output is represented by a rhomboid and indicates the input or output of data. This is similar to setting a value to a variable.

A process, represented by a rectangle, is an operation that manipulates data. Think of this as changing the value of a number-based variable using an operator such as + .

Decisions are represented by a rhombus and show a conditional operation that will determine which path a program should take. This is similar to conditional statements which control the flow of execution in a program.

Converting steps into symbols

Ok! Now that we have all of the steps for the algorithm figured out, let’s pair them with the relevant flowchart symbol:

INPUT/OUTPUT : Input the password that we plan to validate.

PROCESS : To keep track of the password length, establish a pass_length variable and initially set it to 0 .

PROCESS : To keep track of whether the password contains a number, establish a contains_number variable and initially set it to False .

DECISION : Has the entire password been searched?

FLOWLINE : If not, continue to step 5.

FLOWLINE : If so, skip to step 8.

PROCESS : Iterate to the next character in password .

PROCESS : Increment pass_length .

DECISION : Is the current character a number?

FLOWLINE : If not, go straight back to step 4 and continue to iterate over the entire password .

PROCESS/FLOWLINE : If so, set the contains_number variable to True and then go back to step 4.

DECISION : Is the pass_length greater than 8 and is contain_number equal to True ?

TERMINAL : If not, then the password is invalid.

TERMINAL : If so, then the password is valid!

Drawing the flowchart

Whew. Now that every step is associated with a symbol, we can connect them all together to put the flow into the chart!

Luckily, most steps just happen one after another, so the final product is relatively straightforward. However, do note how the iteration of the password requires the flowlines to physically loop in the flowchart:

Progressing with pseudocode

Now that we have the entire algorithm thought out and in visual form, we can take steps to turn it into code. Some people may be able to jump right into a development environment and start hacking away, but let’s take it slow and create some pseudocode first.

  • Pseudocode is a description of an algorithm using everyday wording, but molded to appear similar to a simplified programming language.

To create pseudocode from what we have so far we can use the flowchart’s flowlines to guide the structure of our code as we simplify the steps we outlined earlier:

The final code

Now the closing moments! With pseudocode in hand, the algorithm can be programmed in any language. Here it is in Python :

Even if this code seems foreign, the power of flowcharts and pseudocode shines through. It allows people, regardless of technical expertise, to communicate algorithms and other technical solutions. These ideas can then be implemented in whatever technologies work best, and the notes can be kept around in case the algorithm needs to be reimplemented in different technologies in the future.

Wrapping up

Awesome job on making it to the end of this article! While this was mainly a practical article, here is what we learned:

  • In code-based flowcharts, common ANSI shapes are ovals for terminals, arrows for flowlines, rhomboids for inputs and outputs, rhombuses for decisions, and rectangles for processes.

The Codecademy Team, composed of experienced educators and tech experts, is dedicated to making tech skills accessible to all. We empower learners worldwide with expert-reviewed content that develops and enhances the technical skills needed to advance and succeed in their careers.

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Flowchart In Programming

A flowchart is a diagrammatic representation of an algorithm. A flowchart can be helpful for both writing programs and explaining the program to others.

Symbols Used In Flowchart

Symbol Purpose Description
Flow line Indicates the flow of logic by connecting symbols.
Terminal(Stop/Start) Represents the start and the end of a flowchart.
Input/Output Used for input and output operation.
Processing Used for arithmetic operations and data-manipulations.
Decision Used for decision making between two or more alternatives.
On-page Connector Used to join different flowline
Off-page Connector Used to connect the flowchart portion on a different page.
Predefined Process/Function Represents a group of statements performing one processing task.

Examples of flowcharts in programming

1. Add two numbers entered by the user.

Flowchart to add two numbers in programming

2. Find the largest among three different numbers entered by the user.

Flowchart to find largest among three numbers

3. Find all the roots of a quadratic equation ax 2 +bx+c=0

Flowchart of the roots of a quadratic equation

4. Find the Fibonacci series till term≤1000.

Flowchart of Fibonacci sequence in programming

Note: Though flowcharts can be useful for writing and analyzing a program, drawing a flowchart for complex programs can be more complicated than writing the program itself. Hence, creating flowcharts for complex programs is often ignored.

Sorry about that.

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Flowchart Tutorial (with Symbols, Guide and Examples)

A flowchart is simply a graphical representation of steps. It shows steps in sequential order and is widely used in presenting the flow of algorithms, workflow or processes. Typically, a flowchart shows the steps as boxes of various kinds, and their order by connecting them with arrows.

Flowchart example

What is a Flowchart?

A flowchart is a graphical representations of steps. It was originated from computer science as a tool for representing algorithms and programming logic but had extended to use in all other kinds of processes. Nowadays, flowcharts play an extremely important role in displaying information and assisting reasoning. They help us visualize complex processes, or make explicit the structure of problems and tasks. A flowchart can also be used to define a process or project to be implemented.

Flowchart Symbols

Different flowchart shapes have different conventional meanings. The meanings of some of the more common shapes are as follows:

The terminator symbol represents the starting or ending point of the system.

Flowchart symbol: Terminator

A box indicates some particular operation.

Flowchart symbol: Process

This represents a printout, such as a document or a report.

Flowchart symbol: Document

A diamond represents a decision or branching point. Lines coming out from the diamond indicates different possible situations, leading to different sub-processes.

Flowchart symbol: Decision

It represents information entering or leaving the system. An input might be an order from a customer. Output can be a product to be delivered.

Flowchart symbol: Data

On-Page Reference

This symbol would contain a letter inside. It indicates that the flow continues on a matching symbol containing the same letter somewhere else on the same page.

Flowchart symbol: On page reference

Off-Page Reference

This symbol would contain a letter inside. It indicates that the flow continues on a matching symbol containing the same letter somewhere else on a different page.

Flowchart symbol: Off page reference

Delay or Bottleneck

Identifies a delay or a bottleneck.

Flowchart symbol: Delay

Lines represent the flow of the sequence and direction of a process.

Flowchart symbol: Flow

When to Draw Flowchart?

Using a flowchart has a variety of benefits:

  • It helps to clarify complex processes.
  • It identifies steps that do not add value to the internal or external customer, including delays; needless storage and transportation; unnecessary work, duplication, and added expense; breakdowns in communication.
  • It helps team members gain a shared understanding of the process and use this knowledge to collect data, identify problems, focus discussions, and identify resources.
  • It serves as a basis for designing new processes.

Flowchart examples

Here are several flowchart examples. See how you can apply a flowchart practically.

Flowchart Example – Medical Service

This is a hospital flowchart example that shows how clinical cases shall be processed. This flowchart uses decision shapes intensively in representing alternative flows.

Flowchart example: Medical services

Flowchart Example – Simple Algorithms

A flowchart can also be used in visualizing algorithms, regardless of its complexity. Here is an example that shows how flowchart can be used in showing a simple summation process.

Flowchart example: Simple algorithms

Flowchart Example – Calculate Profit and Loss

The flowchart example below shows how profit and loss can be calculated.

Flowchart example: Calculate profit and loss

Creating a Flowchart in Visual Paradigm

Let’s see how to draw a flowchart in Visual Paradigm. We will use a very simple flowchart example here. You may expand the example when finished this tutorial.

  • Select Diagram > New from the main menu.

Create flowchart

  • Enter the name of the flowchart and click OK .

Create flowchart start symbol

  • Enter Add items to Cart as the name of the process.

Create other flowchart processes

Turn every software project into a successful one.

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Kenneth Leroy Busbee

A flowchart is a type of diagram that represents an algorithm, workflow or process. The flowchart shows the steps as boxes of various kinds, and their order by connecting the boxes with arrows. This diagrammatic representation illustrates a solution model to a given problem. Flowcharts are used in analyzing, designing, documenting or managing a process or program in various fields. [1]

Common flowcharting symbols and examples follow. When first reading this section, focus on the simple symbols and examples. Return to this section in later chapters to review the advanced symbols and examples.

Simple Flowcharting Symbols

The rounded rectangles, or terminal points, indicate the flowchart’s starting and ending points.

algorithm and flowchart assignment

Note: The default flow is left to right and top to bottom (the same way you read English). To save time arrowheads are often only drawn when the flow lines go contrary the normal.

algorithm and flowchart assignment

Input/Output

The parallelograms designate input or output operations.

algorithm and flowchart assignment

The rectangle depicts a process such as a mathematical computation, or a variable assignment.

algorithm and flowchart assignment

The diamond is used to represent the true/false statement being tested in a decision symbol.

algorithm and flowchart assignment

Advanced Flowcharting Symbols

Module call.

A program module is represented in a flowchart by rectangle with some lines to distinguish it from process symbol. Often programmers will make a distinction between program control and specific task modules as shown below.

Local module: usually a program control function.

algorithm and flowchart assignment

Library module: usually a specific task function.

algorithm and flowchart assignment

Sometimes a flowchart is broken into two or more smaller flowcharts. This is usually done when a flowchart does not fit on a single page, or must be divided into sections. A connector symbol, which is a small circle with a letter or number inside it, allows you to connect two flowcharts on the same page. A connector symbol that looks like a pocket on a shirt, allows you to connect to a flowchart on a different page.

On-Page Connector

algorithm and flowchart assignment

Off-Page Connector

algorithm and flowchart assignment

Simple Examples

We will demonstrate various flowcharting items by showing the flowchart for some pseudocode.

pseudocode: Function with no parameter passing

algorithm and flowchart assignment

pseudocode: Function main calling the clear monitor function

algorithm and flowchart assignment

Sequence Control Structures

The next item is pseudocode for a simple temperature conversion program. This demonstrates the use of both the on-page and off-page connectors. It also illustrates the sequence control structure where nothing unusual happens. Just do one instruction after another in the sequence listed.

pseudocode: Sequence control structure

algorithm and flowchart assignment

Advanced Examples

Selection control structures.

pseudocode: If then Else

algorithm and flowchart assignment

pseudocode: Case

algorithm and flowchart assignment

Iteration (Repetition) Control Structures

pseudocode: While

algorithm and flowchart assignment

pseudocode: For

The for loop does not have a standard flowcharting method and you will find it done in different ways. The for loop as a counting loop can be flowcharted similar to the while loop as a counting loop.

algorithm and flowchart assignment

pseudocode: Do While

algorithm and flowchart assignment

pseudocode: Repeat Until

algorithm and flowchart assignment

  • cnx.org: Programming Fundamentals – A Modular Structured Approach using C++
  • Wikipedia: Flowchart ↵

Programming Fundamentals Copyright © 2018 by Kenneth Leroy Busbee is licensed under a Creative Commons Attribution-ShareAlike 4.0 International License , except where otherwise noted.

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Algorithms and Flowcharts: Mapping Process

Last updated: March 18, 2024

algorithm and flowchart assignment

1. Introduction

In this tutorial, we’ll study how to represent relevant programming structures into a flowchart, thus exploring how to map an algorithm to a flowchart and vice-versa.

First, we’ll understand why using pseudocode and flowcharts to design an algorithm before actually implementing it with a specific programming language. Thus, we’ll explore the equivalence between pseudocode structures and flowchart elements. So, we’ll investigate some case studies. Finally, we’ll see a comparison between pseudocode and flowcharts in a systematic summary.

2. Designing Algorithms

As time passes, computer programs become more and more complex. In this way, many programming paradigms, structures, languages, and libraries appeared to deal with this increasing programming complexity.

With complex programs and multiple choices of resources to develop them, the decision-making of which means to use to solve a problem became a critical part of any programming project.

In such a scenario, textual and graphical designing tools were proposed to create software projects. Software projects abstract implementation details of production-intended programming languages. However, we still have logical compliance between these projects and any programming language.

Specific examples of algorithm designing tools are abstracted languages (textual) and flowcharts (graphical).  Let’s see relevant concepts about them in the following subsections.

2.1. Textual Design Tools

The idea behind textual design tools is to simplify the rigorous programming languages tokens and structure, getting close to natural language. However, it does not mean that textual design tools are not free from ambiguity or can not precisely define the routines of an algorithm.

A very well-known example of a textual design tool is pseudocode. Pseudocode abstracts programming structures by redefining them with a simpler lexicon/syntax, which is typically closer to the natural and native language of the programmers.

In this way, we can find pseudocode in several different natural languages. Moreover, it is relevant to highlight that pseudocode may consider the structures of a programming language in special.

Another example is the Program Design Language (PDL).  Actually, PDL is very similar to pseudocode since it aims to design an algorithm unambiguously. But, unlike pseudocode, PDL is just a structured English language, not considering any specific programming language structures.

2.2. Graphical Design Tools

Graphical tools aim to precisely and unambiguously define algorithms, as text design tools do.  However, instead of using text, these tools adopt standard graphic elements representing different operations and resources of an algorithm.

A widely accepted graphic representation of algorithms in software projects is called flowcharts.

With flowcharts, we can depict resources, operations, conditionals, loopings, and data flows. So, we naturally map flowcharts to PDL, pseudocode, and programming languages (and vice-versa).

However, we need standard illustrations indicating programming operations and resources to draw flowcharts in a universally recognized way. In such a manner, the  ISO 5807 was published defining element illustrations for flowcharts.

Besides the illustrations, the ISO 5807 indicates the correct form to name and use the elements to develop a complete and accurate flowchart.

Next, we’ll understand the equivalence of pseudocode structures to flowchart elements, besides the mapping process between them.

3. Flowchart Elements and Peseudocode Structures

As previously stated, programming structures of pseudocode have, in most cases, a direct mapping to flowchart elements. Even when there is no direct mapping, the flowchart elements relate to some operational aspects of pseudocode. Let’s see how it happens.

3.1. Terminator

According to ISO 5807, every flowchart has a starting and ending element, which we call a terminator.  The illustration of the terminator element follows:

Terminator2

Terminators occur only twice in a flowchart : to indicate the beginning of the logical flows or determine the ending of the same logical flows. Both occurrences of this element are mandatory.

Making an analogy with pseudocode, terminators indicate the bounds of a program, subroutine, or function.

3.2. Manual Input

Elements that indicate data provided to a software program by manual means. Manual inputs are optional elements and can occur several times in the same flowchart.

The following image depicts the symbol of manual inputs:

ManualInput2

In practice, we can understand manual inputs as data provided through, for example, push buttons, barcode readers, and (most commonly) keyboards. In pseudocode, reading operations that involve the user translates to manual inputs.

3.3. Process

Processes represent the execution of operations that manipulates data.  Thus, a process execution usually changes data values, form, or location. This element is optional and may happen many times in flowcharts.

The image below depicts the symbol used for process elements:

Process2

Any data manipulation in pseudocode maps to processes in flowcharts. So, arithmetic operations and assignment operations, for instance, are candidates to define a processing element.

3.4. Display

The display element indicates data exhibited in any medium that makes it accessible to the users. This element is optional and employable several times in the same flowchart.

Next, we have the image that depicts the display element:

Display2

The most representative equipment of a display element is the computer screen. Thus, we can map printing operations defined in pseudocode to flowcharts’ display elements.

3.5. Decision

Decision elements are conditional constructs in a flowchart.  In this way, decisions have a single entry point but many possible exits. So, choosing one of these exits undergoes evaluations of conditions defined within the element.

This element is optional, and we can have multiple occurrences in a flowchart.

The following image shows the symbol of a decision element:

Decision2

Conditional constructs of pseudocode can be directly mapped to decision elements in flowcharts. Examples are the if ,  if-else , and  switch-case logical blocks.

3.6. Predefined Process

Predefined processes represent a process defined elsewhere. In typical cases, predefined processes express routines described as other flowcharts. This element is optional, and we can use it many times in a flowchart.

The image that illustrates a predefined process element in a flowchart follows:

PredefinedProcess2

In pseudocode, subroutines and functions frequently produce a flowchart by themselves. So, other routines that call these functions and subroutines can employ predefined process elements to refer to these other flowcharts.

3.7. Connector

Connector elements make it possible to split a flowchart into multiple segments. Thus, connectors link these different flowchart segments, presenting the logical order between them.

Furthermore, connectors are often used to merge flow lines (see more about them in the following subsection) into a single line. It may occur, for example, after the definition of conditionals.

Connectors are optional elements, having from zero to several occurrences in flowcharts.

The following image depicts the symbol of connectors:

Connector2

A practical example of a connector usage scenario is defining an  if-else  logical block in pseudocode. The execution flow returns to a common point after executing an  if  or  else block. So, we can merge the different execution flows from conditionals into a single one with connectors.

Lines indicate the relations between elements, creating the possible execution flows in a flowchart. Moreover, lines have an arrowed side specifying the execution flow direction.

Lines are mandatory elements, with at least one occurrence in a flowchart.

We have the available symbols to define a line element depicted next:

Line2

We do not have specific pseudocode constructs to exemplify a line. Actually, the manner in that we write pseudocode already defines its execution flows. So, it also determines how lines will be placed in a flowchart.

3.9. Other Elements

The flowchart elements presented in the previous subsections are the most popular ones. However, we have many other flowchart elements tailored for other specific operations and resources.

For instance, we have elements of preparation, delay, storage, and comment.

All those elements are presented and defined in the ISO 5807 specification document.

4. Pseudocode/Flowchart Mapping Example

Let’s consider the implementation of a simplified craps game. In this game, we throw two dice and check the sum of the values: if the sum is 2, 3, 4, 10, 11, or 11, we won; in any other case, we lost.

The following pseudocode shows a simplified craps game algorithm:

Our objective is to map the simplified craps game algorithm to a flowchart. Thus, we’ll analyze the lines of the algorithm and identify the proper flowchart element to represent them.

First, we have lines 1, 2, and 3. These lines have arithmetic expressions and attribution operations. So, we are executing internal processes of the game to determine the dice values and the summing of them. In this way, we can map these lines to a process block.

Lines 4 and 5, in turn, execute operations to show the dice values for the user. Thus, since we have output operations, we can use a display block to represent them in the flowchart.

Lines 6 and 8, however, form a conditional  if-else  logical block. In such a manner, we can employ a decision element to depict it in the flowchart.

Finally, lines 7 and 9 are exhibition operations. So, we can also use display elements to represent them.

Of course, we delineate the algorithm bounds with the mandatory terminator elements and define the workflows with lines.

The following image shows the corresponding flowchart for the previously presented algorithm:

flowchart2

5. Systematic Summary

As software systems become more and more complex, new design tools emerged to support their projects in a standard and efficient way.

Some of these tools stood out.  Examples are the textual tools of pseudocode and PDL and the graphical tools of flowcharts.

In particular, ISO 5807 proposed several elements to build flowcharts, providing their graphical representation and role standardization.

It is relevant to highlight that there are many design systems to create flowcharts. An example of a generic system in which we can do it is LaTeX .

The following table summarizes the most relevant flowchart elements and describes their meaning in a flowchart:

Brief Definition Symbol Pseudocode Structures
Terminator Mandatory element; Indicates the beginning and the end of a flowchart Ellipse The boundaries of a function or program
Manual Input Optional element; Indicates data input by manual means Quadrilateral Reading operations (e.g., input, scanf, cin, …)
Process Optional element; Means operation that manipulate data Rectangle Assignments, arithmetic operations
Display Optional element; Represents data output operations Kite operations…
Decision Optional element; Consists of conditional constructs that can split the workflow Rhombus Conditional constructs (e.g., if-else, switch-case)
Predefined Process Optional Element; Indicates Processes and routines defined elsewhere Overlapping Rectangles Sub-routines and functions
Connector Optional Element; Represents a split point in the flowchart Circle
Line Mandatory Element; Shows the execution flows of a flowchart Arrows The execution order of pseudocode operations

6. Conclusion

In this tutorial, we studied flowcharts. First, we reviewed concepts of algorithm design tools, including both the textual and graphical ones. Thus, we explored the flowchart elements (according to the ISO 5807) and their relation with pseudocode structures. So, we saw the mapping process of an example pseudocode to a flowchart. Finally, we compiled relevant information on each studied flowchart element in a systematic summary.

We can conclude that flowcharts are great tools for describing algorithms. With them, we can create designs logically compliant with implementations employing production programming languages.

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Explain Algorithm and Flowchart with Examples

Akiko

The algorithm and flowchart are two types of tools to explain the process of a program. In this page, we discuss the differences between an algorithm and a flowchart and how to create a flowchart to illustrate the algorithm visually. Algorithms and flowcharts are two different tools that are helpful for creating new programs, especially in computer programming. An algorithm is a step-by-step analysis of the process, while a flowchart explains the steps of a program in a graphical way.

In this article

Definition of algorithm, definition of flowchart, difference between algorithm and flowchart.

  • Recursive Algorithm
  • Divide and Conquer Algorithm
  • Dynamic Programming Algorithm
  • Greedy Algorithm
  • Brute Force Algorithm
  • Backtracking Algorithm

Use Flowcharts to Represent Algorithms

Writing a logical step-by-step method to solve the problem is called the algorithm . In other words, an algorithm is a procedure for solving problems. In order to solve a mathematical or computer problem, this is the first step in the process.

An algorithm includes calculations, reasoning, and data processing. Algorithms can be presented by natural languages, pseudocode, and flowcharts, etc.

algorithm and flowchart

A flowchart is the graphical or pictorial representation of an algorithm with the help of different symbols, shapes, and arrows to demonstrate a process or a program. With algorithms, we can easily understand a program. The main purpose of using a flowchart is to analyze different methods. Several standard symbols are applied in a flowchart:

Terminal Box - Start / End
Input / Output
Process / Instruction
Decision
Connector / Arrow

The symbols above represent different parts of a flowchart. The process in a flowchart can be expressed through boxes and arrows with different sizes and colors. In a flowchart, we can easily highlight certain elements and the relationships between each part.

During the reading of this article, if you find an icon type picture that you are interested in, you can download EdrawMax products to discover more or experience creating a free diagram of your own. All drawings are from EdrawMax .

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If you compare a flowchart to a movie, then an algorithm is the story of that movie. In other words, an algorithm is the core of a flowchart . Actually, in the field of computer programming, there are many differences between algorithm and flowchart regarding various aspects, such as the accuracy, the way they display, and the way people feel about them. Below is a table illustrating the differences between them in detail.

  • It is a procedure for solving problems.
  • The process is shown in step-by-step instruction.
  • It is complex and difficult to understand.
  • It is convenient to debug errors.
  • The solution is showcased in natural language.
  • It is somewhat easier to solve complex problem.
  • It costs more time to create an algorithm.
  • It is a graphic representation of a process.
  • The process is shown in block-by-block information diagram.
  • It is intuitive and easy to understand.
  • It is hard to debug errors.
  • The solution is showcased in pictorial format.
  • It is hard to solve complex problem.
  • It costs less time to create a flowchart.

algorithm and flowchart assignment

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Types of Algorithm

It is not surprising that algorithms are widely used in computer programming. However, it can be applied to solving mathematical problems and even in everyday life. Here comes a question: how many types of algorithms? According to Dr. Christoph Koutschan, a computer scientist working at the Research Institute for Symbolic Computation (RISC) in Austria, he has surveyed voting for the important types of algorithms. As a result, he has listed 32 crucial algorithms in computer science. Despite the complexity of algorithms, we can generally divide algorithms into six fundamental types based on their function.

Types of Algorithm

#1 Recursive Algorithm

It refers to a way to solve problems by repeatedly breaking down the problem into sub-problems of the same kind. The classic example of using a recursive algorithm to solve problems is the Tower of Hanoi.

#2 Divide and Conquer Algorithm

Traditionally, the divide and conquer algorithm consists of two parts: 1. breaking down a problem into some smaller independent sub-problems of the same type; 2. finding the final solution of the original issues after solving these more minor problems separately. The key points of the divide and conquer algorithm are:

  • If you can find the repeated sub-problems and the loop substructure of the original problem, you may quickly turn the original problem into a small, simple issue.
  • Try to break down the whole solution into various steps (different steps need different solutions) to make the process easier.
  • Are sub-problems easy to solve? If not, the original problem may cost lots of time.

#3 Dynamic Programming Algorithm

Developed by Richard Bellman in the 1950s, the dynamic programming algorithm is generally used for optimization problems. In this type of algorithm, past results are collected for future use. Like the divide and conquer algorithm, a dynamic programming algorithm simplifies a complex problem by breaking it down into some simple sub-problems. However, the most significant difference between them is that the latter requires overlapping sub-problems, while the former doesn’t need to.

#4 Greedy Algorithm

This is another way of solving optimization problems – greedy algorithm. It refers to always finding the best solution in every step instead of considering the overall optimality. That is to say, what he has done is just at a local optimum. Due to the limitations of the greedy algorithm, it has to be noted that the key to choosing a greedy algorithm is whether to consider any consequences in the future.

#5 Brute Force Algorithm

The brute force algorithm is a simple and straightforward solution to the problem, generally based on the description of the problem and the definition of the concept involved. You can also use "just do it!" to describe the strategy of brute force. In short, a brute force algorithm is considered as one of the simplest algorithms, which iterates all possibilities and ends up with a satisfactory solution.

#6 Backtracking Algorithm

Based on a depth-first recursive search, the backtracking algorithm focusing on finding the solution to the problem during the enumeration-like searching process. When it cannot satisfy the condition, it will return "backtracking" and tries another path. It is suitable for solving large and complicated problems, which gains the reputation of the "general solution method". One of the most famous backtracking algorithm example it the eight queens puzzle.

Now that we have learned the definitions of algorithm and flowchart, how can we use a flowchart to represent an algorithm? To create an algorithm flowchart, we need to use a handy diagramming tool like EdrawMax to finish the work.

Algorithms are mainly used for mathematical and computer programs, whilst flowcharts can be used to describe all sorts of processes: business, educational, personal, and algorithms. So flowcharts are often used as a program planning tool to organize the program's step-by-step process visually. Here are some examples:

Example 1: Print 1 to 20:

  • Step 1: Initialize X as 0,
  • Step 2: Increment X by 1,
  • Step 3: Print X,
  • Step 4: If X is less than 20 then go back to step 2.

Flowchart Algorithm

Example 2: Convert Temperature from Fahrenheit (℉) to Celsius (℃)

  • Step 1: Read temperature in Fahrenheit,
  • Step 2: Calculate temperature with formula C=5/9*(F-32),
  • Step 3: Print C.

Flowchart Algorithm 2

Example 3: Determine Whether A Student Passed the Exam or Not:

  • Step 1: Input grades of 4 courses M1, M2, M3 and M4,
  • Step 2: Calculate the average grade with formula "Grade=(M1+M2+M3+M4)/4"
  • Step 3: If the average grade is less than 60, print "FAIL", else print "PASS".

Algorithm Flowchart Example 3

From the above, we can come to the conclusion that a flowchart is a pictorial representation of an algorithm, an algorithm can be expressed and analyzed through a flowchart. An algorithm shows you every step of reaching the final solution, while a flowchart shows you how to carry out the process by connecting each step. An algorithm uses mainly words to describe the steps while you can create a flowchart with flowchart symbols to make the process more logical.

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AP®︎/College Computer Science Principles

Course: ap®︎/college computer science principles   >   unit 4, the building blocks of algorithms.

  • Expressing an algorithm

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An introduction to Flowcharts

What is a Flowchart?   Flowchart is a graphical representation of an algorithm. Programmers often use it as a program-planning tool to solve a problem. It makes use of symbols which are connected among them to indicate the flow of information and processing.  The process of drawing a flowchart for an algorithm is known as “flowcharting”. 

Basic Symbols used in Flowchart Designs

  • Terminal: The oval symbol indicates Start, Stop and Halt in a program’s logic flow. A pause/halt is generally used in a program logic under some error conditions. Terminal is the first and last symbols in the flowchart.   

algorithm and flowchart assignment

  • Input/Output: A parallelogram denotes any function of input/output type. Program instructions that take input from input devices and display output on output devices are indicated with parallelogram in a flowchart.   

algorithm and flowchart assignment

  • Processing: A box represents arithmetic instructions. All arithmetic processes such as adding, subtracting, multiplication and division are indicated by action or process symbol.   

algorithm and flowchart assignment

  • Decision Diamond symbol represents a decision point. Decision based operations such as yes/no question or true/false are indicated by diamond in flowchart.   

algorithm and flowchart assignment

  • Connectors: Whenever flowchart becomes complex or it spreads over more than one page, it is useful to use connectors to avoid any confusions. It is represented by a circle.   

algorithm and flowchart assignment

  • Flow lines: Flow lines indicate the exact sequence in which instructions are executed. Arrows represent the direction of flow of control and relationship among different symbols of flowchart. 

Rules For Creating Flowchart :

A flowchart is a graphical representation of an algorithm.it should follow some rules while creating a flowchart Rule 1: Flowchart opening statement must be ‘start’ keyword. Rule 2:  Flowchart ending statement must be ‘end’ keyword. Rule 3: All symbols in the flowchart must be connected with an arrow line. Rule 4: The decision symbol in the flowchart is associated with the arrow line.  

Advantages of Flowchart:

  • Flowcharts are a better way of communicating the logic of the system.
  • Flowcharts act as a guide for blueprint during program designed.
  • Flowcharts help in debugging process.
  • With the help of flowcharts programs can be easily analyzed.
  • It provides better documentation.
  • Flowcharts serve as a good proper documentation.
  • Easy to trace errors in the software.
  • Easy to understand.
  • The flowchart can be reused for inconvenience in the future.
  • It helps to provide correct logic.  

Disadvantages of Flowchart:

  • It is difficult to draw flowcharts for large and complex programs.
  • There is no standard to determine the amount of detail.
  • Difficult to reproduce the flowcharts.
  • It is very difficult to modify the Flowchart.
  • Making a flowchart is costly.
  • Some developer thinks that it is waste of time.
  • It makes software processes low.
  • If changes are done in software, then the flowchart must be redrawn  

Example : Draw a flowchart to input two numbers from the user and display the largest of two numbers    

algorithm and flowchart assignment

 

References:   Computer Fundamentals by Pradeep K. Sinha and Priti Sinha  

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Algorithms and Flowcharts

Class 8 - logix kips icse computer with bluej, fill in the blanks.

The step-by-step procedure to solve any problem is called Algorithm .

Flowcharts are the pictorial representation of a program.

The process of drawing a flowchart for an algorithm is known as Flowcharting .

An algorithm should involve Finite number of steps to reach a solution.

The Decision box is used for checking or applying any condition in the program.

State True or False

A flowchart is not a pictorial representation of steps to get the solution of a problem. False

Algorithm means a set of rules which specify how to solve a specific problem. True

Flowcharts are helpful in analyzing the logic of problems. True

Connectors are used to connect the boxes. False

The general direction of flow in any flowchart is from bottom to top or from right to left. True

Multiple Choice Questions

In a flowchart, .......... indicate the sequence of steps and the direction of flow.

  • Flow lines ✓
  • Decision box
  • Processing box

.......... is used to accept input and give output of a program.

  • Input/Output box ✓

The .......... represents the starting or ending point of a program.

  • Start /Stop box ✓

.......... connectors are used to join the parts of a flowchart contained within the same page.

  • None of these

Draw the flowchart symbols for the following

Input a, b:, answer the following.

What is an algorithm? Write any three characteristics of an algorithm.

The step-by-step procedure to solve any logical and mathematical problem is called an Algorithm. Three characteristics of an algorithm are:

  • Input — An algorithm accepts an input.
  • Generality — An algorithm works in a set of inputs.
  • Definiteness — Each instruction should be written in a simple and precise manner so that everyone can understand it.

Define the term flowchart. Write any two advantages of a flowchart.

A flowchart is a pictorial representation of the steps or an algorithm used to solve a particular problem. Two advantages of a flowchart are:

  • Communication — The pictorial representation of the flowchart provides better communication. It is easier for the programmer to explain the logic of a program.
  • Effective Analysis — It is a very useful technique, as flowchart is a pictorial representation that helps the programmer to analyze the problem in detail.

What is the use of input/output box?

It is used for accepting inputs or giving output of the program.

When do we use the Process box?

It is used for writing the processing instructions and doing calculations.

What is the use of Decision box?

It is used for checking or applying any condition in the program.

Write algorithms for the following problems

To polish your shoes.

Step 1: Start Step 2: Open the shoe polish Step 3: Put shoe polish on brush Step 4: Polish one shoe Step 5: Put shoe polish on brush Step 6: Polish the other shoe Step 7: Close the shoe polish Step 8: Stop

To input three sides of a triangle and print if it is scalene, isosceles or equilateral.

Step 1: Start Step 2: Read three sides of triangle and store them in a, b, c. Step 3: Check if a == b and b == c Step 4: If true, print "Equilateral Triangle" and goto step 8 Step 5: Check if a == b or b == c or c == a Step 6: If true, print "Isosceles Triangle" and goto step 8 Step 7: Print "Scalene Triangle" Step 8: Stop

Draw the following flowcharts

Draw a flowchart in Microsoft Word for buying stationery from the market.

Draw a flowchart in Microsoft Word for the steps required to play music stored in a CD.

Draw a flowchart in Microsoft Word to accept two numbers, if the first number is greater than the second number, print their sum, otherwise print their product.

Draw a flowchart in Microsoft Word for the steps required to find the cost of 24 pens when the cost of one pen is Rs. 12.

Write an algorithm and draw the flowchart for the following

Finding the cube of a given number.

Step 1: Start Step 2: Read the number and store it in a. Step 3: Calculate cube of number as a * a * a Step 4: Print cube of number Step 5: Stop

Print the smallest of two numbers.

Step 1: Start Step 2: Read the two numbers and store them in a and b. Step 3: Check if a < b Step 4: If true then print a and goto step 6 Step 5: If false then print b Step 6: Stop

Correct the Flowchart symbols

To wash the face

Corrected Flowchart

To multiply the two numbers

Make flowcharts for the following statements

Accept the age of a person. Display the message Eligible For Role if the age is equal to or greater than 18, otherwise display the message Not Eligible.

Input a name. If name is Kabir, then accept marks. If marks are >= 85, then display Good Performance else display Pass.

Accept one character. Display the message Vowel if the entered character is a vowel, otherwise display the message Not a Vowel.

Input a year. Display the message Leap year if the entered year has 366 days, otherwise display the message Not a leap year.

HAC-based adaptive combined pick-up path optimization strategy for intelligent warehouse

  • Original Research Paper
  • Published: 18 August 2024

Cite this article

algorithm and flowchart assignment

  • Shuhui Bi   ORCID: orcid.org/0000-0002-2832-4985 1 ,
  • Ronghao Shang 1 ,
  • Haofeng Luo 1 ,
  • Yuan Xu 1 ,
  • Zhihao Li 1 &
  • Yudong Zhang 2  

Smart warehousing has been widely used due to its efficient storage and applications. However, the efficiency of transporting high-demand goods is still limited, because the existing methods lack path optimization strategies applicable to multiple scenarios and are unable to adapt conflict strategies to different warehouses. For solving these problems, this paper considers a multi-robot path planning method from three aspects: conflict-free scheduling, order picking and collision avoidance, which is adaptive to the picking needs of different warehouses by hierarchical agglomerative clustering algorithm, improved Reservation Table, and Dynamic Weighted Table. Firstly, the traditional A* algorithm is improved to better fit the actual warehouse operation mode. Secondly, the reservation table method is applied to solve the head-on collision problem of robots, and this paper improves the efficiency of the reservation table by changing the form of the reservation table. And the dynamic weighted table is added to solve the multi-robot problem about intersection conflict. Then, the HAC algorithm is applied to analyse the goods demand degree in current orders based on historical order data and rearrange the goods order in descending order, so that goods with a high-demand degree can be discharged from the warehouse in the first batch. Moreover, a complete outbound process is presented, which integrates HAC algorithm, improved reservation table and dynamic weighting table. Finally, the simulation is done to verify the validity of the proposed algorithm, which shows that the overall transit time of high-demand goods is reduced by 21.84% on average compared to the “A* + reservation table” algorithm, and the effectiveness of the solution is fully verified.

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This work was supported by the Natural Science Foundation of Shandong Province (ZR2020KF027, ZR2023MF024, ZR2023MF121).

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Shuhui Bi, Ronghao Shang, Haofeng Luo, Yuan Xu & Zhihao Li

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All authors contributed to the study conception and design. Material preparation, data collection and analysis were performed by [SB], [ZL], [HL] and [YX]. The first draft of the manuscript was written by [SB], [ZL]. The second draft of the manuscript was finished by [SB] and [RS]. [YZ] participates partly the numerical simulation. All authors commented on previous versions of the manuscript. All authors read and approved the final manuscript.

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Bi, S., Shang, R., Luo, H. et al. HAC-based adaptive combined pick-up path optimization strategy for intelligent warehouse. Intel Serv Robotics (2024). https://doi.org/10.1007/s11370-024-00556-z

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Surveillance unmanned ground vehicle path planning with path smoothing and vehicle breakdown recovery.

algorithm and flowchart assignment

1. Introduction

2. route generation methodology.

Total Algorithmic Flow: Lower-Level and Higher-Level Path Generation
Sub-area graphs with candidate start locations, total area graph, current vehicle locations, and vehicle route progress
## Run lower-level path generation on all sub-areas to create several routes for each area
sub_area sub_areas
   start_point sub_area
     lower-level path generation algorithm route
   infeasible turns route
## Run higher-level path generation to create the total route for each vehicle
## The higher-level path generation waits for vehicles to finish the assigned route, or for a vehicle to breakdown so it can re-generate the routes
True
   higher-level path generation algorithm total paths
   all_vehicles_finsihed vehicle_breakdown
     all_vehicles_finsihed
       False
     vehicle_breakdown
       current_vehicle_locations vehicle_route_progress
      
coverage paths for each vehicle

2.1. Graph Formulation

2.2. lower-level path generation: ant colony optimization (aco), 2.2.1. foundation and basic principles, 2.2.2. modifications for the coverage salesman planning problem (csp), 2.3. higher-level path generation: genetic algorithm (ga), 2.3.1. foundation and basic principles, 2.3.2. chromosome structure, 2.3.3. crossover operation, 2.3.4. mutation operation, 2.3.5. objective function, 2.4. feasible path generation: turn radius consideration, 2.4.1. corner-cutting method, 2.4.2. reeds–shepp method, 2.5. real-time scheduling for breakdown scenarios.

Real-Time Scheduling for Breakdown Scenarios
Paths assigned to each vehicle, vehicle locations, broken vehicle(s)
## Calculate the remaining portion of each vehicle route
## This portion updates the paths for the serviceable areas at the point of a breakdown
vehicle vehicles
   current_location servicing
     current_location servicing_path
     start_points servicing_path
Run the higher-level path generation to redistribute the remaining serviceable areas
## The broken vehicle is not considered for this operation
higher_level_path_generation broken_vehicle(s)
coverage paths for each vehicle without the broken vehicle

3. Study Parameters

3.1. vehicle specifications, 3.2. area specifications, 4. results and discussion, 5. conclusions, author contributions, institutional review board statement, informed consent statement, data availability statement, conflicts of interest.

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Click here to enlarge figure

ParameterValue
Travel Speed15 km/h
Minimum Turning Radius5.60 m
Scanning Range25.0 m
AlgorithmParameterValue
Lower-Level Path Generation (ACO)α (Pheromone Influence)0.1
β (Edge Distance Influence)0.3
ρ (Pheromone Evaporation Rate)0.4
Number of Ants *24
Iterations250
Higher-Level Path Generation (GA)Generations 60
Population Size20
Crossover Probability0.9
Mutation Probability0.05
CPUs *5
ScenarioNumber of VehiclesOperating ConditionsStarting Locations
13NormalDifferent Starting Locations
23NormalSame Starting Location
33NormalSame Starting Location
45NormalSame Starting Location
531 Vehicle Breakdown After 700 mSame Starting Location
652 Vehicles Breakdown After 500 mSame Starting Location
ScenarioVehicleDistance (m)Time (min)Total Distance (m)Overall Time (min)Computation Time (s)
1113645.4059629.4480
222398.96
323599.44
21271810.87623910.8781
213485.39
321738.69
3122939.1752469.1785
211574.63
317967.18
4113965.5869436.6082
216496.60
316216.48
411204.48
511574.63
5124799.92576910.1083
2 *7653.06
3252510.10
6114295.71701412.6481
2 *5492.2
3316012.64
4 *5632.25
513135.25
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Share and Cite

Parsons, T.; Baghyari, F.; Seo, J.; Kim, B.; Kim, M.; Lee, H. Surveillance Unmanned Ground Vehicle Path Planning with Path Smoothing and Vehicle Breakdown Recovery. Appl. Sci. 2024 , 14 , 7266. https://doi.org/10.3390/app14167266

Parsons T, Baghyari F, Seo J, Kim B, Kim M, Lee H. Surveillance Unmanned Ground Vehicle Path Planning with Path Smoothing and Vehicle Breakdown Recovery. Applied Sciences . 2024; 14(16):7266. https://doi.org/10.3390/app14167266

Parsons, Tyler, Farhad Baghyari, Jaho Seo, Byeongjin Kim, Mingeuk Kim, and Hanmin Lee. 2024. "Surveillance Unmanned Ground Vehicle Path Planning with Path Smoothing and Vehicle Breakdown Recovery" Applied Sciences 14, no. 16: 7266. https://doi.org/10.3390/app14167266

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EngineersTutor

Solved assignment problems in c++ (with algorithm and flowchart).

Q1 . Create a program to compute the volume of a sphere. Use the formula: V = (4/3) *pi*r 3 where pi is equal to 3.1416 approximately. The r is the radius of sphere.  Display the result.

algorithm and flowchart assignment

Q2 . Write a program the converts the input Celsius degree into its equivalent Fahrenheit degree. Use the formula: F = (9/5) *C+32.

algorithm and flowchart assignment

Q3 . Write a program that converts the input dollar to its peso exchange rate equivalent.  Assume that the present exchange rate is 51.50 pesos against the dollar. Then display the peso equivalent exchange rate.

algorithm and flowchart assignment

Q4 . Write a program that converts an input inch(es) into its equivalent centimeters. Take note that one inch is equivalent to 2.54cms.

algorithm and flowchart assignment

Q5 . Write a program that exchanges the value of two variables: x and y.  The output must be: the value of variable y will become the value of variable x, and vice versa.

algorithm and flowchart assignment

Q6 . Design a program to find the circumference of a circle. Use the formula: C=2πr, where π is approximately equivalent 3.1416.

algorithm and flowchart assignment

Q7 . Write a program that takes as input the purchase price of an item (P), its expected number of years of service (Y) and its expected salvage value (S). Then outputs the yearly depreciation for the item (D). Use the formula: D = (P – S) Y

algorithm and flowchart assignment

Q8 . Swapping of 2 variables without using temporary (or 3 rd variable).

algorithm and flowchart assignment

Q9 . Determine the most economical quantity to be stocked for each product that a manufacturing company has in its inventory: This quantity, called economic order quantity (EOQ) is calculated as follows: EOQ=2rs/1 where: R= total yearly production requirement S=set up cost per order I=inventory carrying cost per unit.

algorithm and flowchart assignment

Q10 . Write a program to compute the radius of a circle. Derive your formula from the given equation: A=πr², then display the output.

algorithm and flowchart assignment

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  1. Solved Assignment Problems

    Program. An algorithm is defined as sequence of steps to solve a problem (task). A flowchart is pictorial (graphical) representation of an algorithm. Set of instructions. Instruction is a command to the computer to do some task. Algorithm can also be defined as a plan to solve a problem and represents its logic. A picture is worth of 1000 words.

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    Some examples of algorithm and flowchart. Example1: To calculate the area of a circle. Algorithm: Step1: Start. Step2: Input radius of the circle say r. Step3: Use the formula πr 2 and store result in a variable AREA. Step4: Print AREA. Step5: Stop Flowchart: Example 2: Design an algorithm and flowchart to input fifty numbers and calculate ...

  3. 1.3: Activity 3

    Explain the role of each. 1.3: Activity 3 - Using pseudo-codes and flowcharts to represent algorithms is shared under a license and was authored, remixed, and/or curated by LibreTexts. The student will learn how to design an algorithm using either a pseudo code or flowchart. Pseudo code is a mixture of English like statements, some mathematical ...

  4. PDF Algorithms, Flowcharts and Pseudocode

    Draw a Flowchart for the Adding Two Numbers Algorithm. Step 1: Start Step 2: Declare a variable N1. Step 3: Declare a variable N2. Step 4: Declare a variable S to store the sum. Step 5: Get the value of N1 from the user. Step 6: Get the value of N2 from the user. Step 7: Add N1 and N2 and assign the result to S.

  5. Algorithms, flowcharts, and pseudocode.

    Algorithms, flowcharts, ... For example, the course might have 5 homework assignments, and each of these assignments might be assessed out of ten points. Take those scores to be 10, 7, 9, 10, and 10. ... Here is a nice example of flow chart construction for the game of hangman. Table Of Contents. Algorithms, flowcharts, and pseudocode. ...

  6. Solved Assignment Problems in C (with Algorithm and Flowchart)

    Solved Assignment Problems in C (with Algorithm and Flowchart) Q1. Create a program to compute the volume of a sphere. Use the formula: V = (4/3) *pi*r 3 where pi is equal to 3.1416 approximately. The r is the radius of sphere. Display the result. Q2.

  7. Pseudocode and Flowcharts

    Pseudocode is a description of an algorithm using everyday wording, but molded to appear similar to a simplified programming language. In code-based flowcharts, common ANSI shapes are ovals for terminals, arrows for flowlines, rhomboids for inputs and outputs, rhombuses for decisions, and rectangles for processes.

  8. PDF Algorithms, Flowcharts and Pseudocodes

    2. Algorithms, flow charts and pseudocode 3. Procedural programming in Python 4. Data types and control structures 5. Fundamental algorithms 6. Binary encodings 7. Basics of computability and complexity 8. Basics of Recursion 9. Subject to time availability: Basics of Data File management 6 Liaqat Ali, Summer 2018. 5/13/2018 6

  9. Design Flowchart In Programming (With Examples)

    Examples of flowcharts in programming. 1. Add two numbers entered by the user. Flowchart to add two numbers. 2. Find the largest among three different numbers entered by the user. Flowchart to find the largest among three numbers. 3. Find all the roots of a quadratic equation ax2+bx+c=0.

  10. Flowchart Tutorial (with Symbols, Guide and Examples)

    Flowchart Tutorial (with Symbols, Guide and Examples) A flowchart is simply a graphical representation of steps. It shows steps in sequential order and is widely used in presenting the flow of algorithms, workflow or processes. Typically, a flowchart shows the steps as boxes of various kinds, and their order by connecting them with arrows.

  11. Flowcharts

    Flowcharts Kenneth Leroy Busbee. Overview. A flowchart is a type of diagram that represents an algorithm, workflow or process. The flowchart shows the steps as boxes of various kinds, and their order by connecting the boxes with arrows. ... The rectangle depicts a process such as a mathematical computation, or a variable assignment.

  12. Algorithms and Flowcharts: Mapping Process

    Algorithms. 1. Introduction. In this tutorial, we'll study how to represent relevant programming structures into a flowchart, thus exploring how to map an algorithm to a flowchart and vice-versa. First, we'll understand why using pseudocode and flowcharts to design an algorithm before actually implementing it with a specific programming ...

  13. Problem solving and Algorithms

    An algorithm is defined as sequence of steps to solve a problem (task). The steps must be finite, well defined and unambiguous. Writing algorithm requires some thinking. Algorithm can also be defined as a plan to solve a problem and represents its logic. Note that an algorithm is of no use if it does not help us arrive at the desired solution.

  14. Explain Algorithm and Flowchart with Examples

    Difference between Algorithm and Flowchart. If you compare a flowchart to a movie, then an algorithm is the story of that movie. In other words, an algorithm is the core of a flowchart.Actually, in the field of computer programming, there are many differences between algorithm and flowchart regarding various aspects, such as the accuracy, the way they display, and the way people feel about them.

  15. PDF Chapter 4

    Examples of pseudocode assignment statements: Cost ← 10 Cost has the value 10 Price ← Cost * 2 Price has the value 20 ... Algorithms and Flowcharts Faisal Chughtai (+92) 03008460713 www.faisalchughtai.com Using the example above, a better way of writing the algorithm would be. INPUT number1, number2

  16. The building blocks of algorithms

    There are three building blocks of algorithms: sequencing, selection, and iteration. Sequencing is the sequential execution of operations, selection is the decision to execute one operation versus another operation (like a fork in the road), and iteration is repeating the same operations a certain number of times or until something is true.

  17. An introduction to Flowcharts

    A flowchart is a graphical representation of an algorithm.it should follow some rules while creating a flowchart. Rule 1: Flowchart opening statement must be 'start' keyword. Rule 2: Flowchart ending statement must be 'end' keyword. Rule 3: All symbols in the flowchart must be connected with an arrow line.

  18. Chapter 4: Algorithms and Flowcharts

    A flowchart is not a pictorial representation of steps to get the solution of a problem. False. Question 2. Algorithm means a set of rules which specify how to solve a specific problem. True. Question 3. Flowcharts are helpful in analyzing the logic of problems. True. Question 4. Connectors are used to connect the boxes. False. Question 5

  19. PDF Solved Assignment Problems in C (with Algorithm and Flowchart)

    Solved Assignment Problems in C (with Algorithm and Flowchart) Q1. Create a program to compute the volume of a sphere. Use the formula: V = (4/3) *pi*r3 where pi is equal to 3.1416 approximately. The r is the radius of sphere. Display the result. Algorithm Flowchart Program 1. Start 2. Read r 3. vol = (4/3) *pi*r*r*r 4.

  20. PDF ALGORITHM & FLOWCHART MANUAL for STUDENTS

    ding on the value of the input variables.Step 4 Output the results of your algorithm's operations: In case of area of rectangle output will be the value stored in variable AREA. if the input variables described a rectangle with a HEIGHT of 2 and a WIDTH of 3, would output the value of 6.FLOWCHART: The first design of flowchart goes back to 19.

  21. Flowcharts

    Place students into small groups and ask them to improve the algorithm for getting up and going to school in the morning (in the form of a flowchart). Tip: You can get the students to write down any algorithm (e.g. making the tea, tying a shoelace, making a jam sandwich etc.) however, I find, the more complex the algorithm, the easier it is to ...

  22. HAC-based adaptive combined pick-up path optimization strategy for

    Smart warehousing has been widely used due to its efficient storage and applications. However, the efficiency of transporting high-demand goods is still limited, because the existing methods lack path optimization strategies applicable to multiple scenarios and are unable to adapt conflict strategies to different warehouses. For solving these problems, this paper considers a multi-robot path ...

  23. PDF Algorithm

    Solved Assignment Problems - Algorithms and Flowcharts Algorithm An algorithm is defined as sequence of steps to solve a problem (task). The steps must be finite, well defined and unambiguous. Writing algorithm requires some thinking. Algorithm can also be defined as a plan to solve a problem and represents its logic. Note that an algorithm is ...

  24. Applied Sciences

    As unmanned ground vehicles (UGV) continue to be adapted to new applications, an emerging area lacks proper guidance for global route optimization methodology. This area is surveillance. In autonomous surveillance applications, a UGV is equipped with a sensor that receives data within a specific range from the vehicle while it traverses the environment. In this paper, the ant colony ...

  25. Solved Assignment Problems in C++ (with Algorithm and Flowchart)

    Solved Assignment Problems in C++ (with Algorithm and Flowchart) Q1. Create a program to compute the volume of a sphere. Use the formula: V = (4/3) *pi*r 3 where pi is equal to 3.1416 approximately. The r is the radius of sphere. Display the result. Q2.