Karnataka II PUC Computer Science (KSEAB) study materials
Karnataka II PUC Computer Science (KSEAB) study resources

Karnataka II PUC Computer Science (KSEAB): Problem Solving Methodology

Karnataka II PUC Computer Science (KSEAB) · Work through your exam, one topic at a time.

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Problem Solving Methodology

Problem Solving Methodology

This domain tests algorithm design, flowchart symbols, pseudocode and tracing simple logic. An algorithm is a finite sequence of unambiguous steps that takes input, produces output and terminates. A flowchart is a graphical algorithm; pseudocode is a structured English-like notation independent of syntax.

Rules and symbols

  • Oval: start/stop. Parallelogram: input/output. Rectangle: process. Diamond: decision. Arrow: flow. Circle: connector.
  • Three control patterns: sequence, selection (if/if-else/switch) and iteration (while, do-while, for).
  • Every loop needs initialization, a condition and an update; otherwise it may not terminate.
  • Trace tables record variable values after each step.

Worked example

Algorithm for sum of first n natural numbers:

  1. Start.
  2. Read n.
  3. Set sum = 0 and i = 1.
  4. While i <= n, sum = sum + i and i = i + 1.
  5. Print sum.
  6. Stop. For n = 4: after iterations sum = 1, 3, 6, 10; output 10. The loop adds each integer once and stops when i becomes 5.

Traps

Using i < n instead of i <= n loses the last term. Forgetting sum = 0 gives garbage. A decision diamond has one entry and two exits. Pseudocode should not depend on C++ semicolons. A flowchart needs a terminator, not an arrow into nowhere.