algorithms 1. introduction. definition an algorithm is a finite sequence of step by step, discrete,...
DESCRIPTION
Definition In simple terms, an algorithm is a series of instructions to solve a problem (complete a task) translated to programs that can be run on a computer بعبارات بسيطة، الخوارزمية هي سلسلة من التعليمات من أجل حل مشكلة (تحقيق مهمة أو عمل) تترجم إلى برامج يمكن تشغيلها على جهاز كمبيوترTRANSCRIPT
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ALGORITHMS 1. INTRODUCTION
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DefinitionAn algorithm is a finite sequence of step by step,
discrete, unambiguous instructions for solving a particular problem
:الخطوات من منتهية متتالية هي الخوارزميةمشكلة لحل واضحة أوامر المنفصلة، المتتالية
محددة
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Definition In simple terms, an algorithm is a series of
instructions to solve a problem (complete a task)
translated to programs that can be run on a computer
التعليمات من سلسلة هي الخوارزمية بسيطة، بعبارات) عمل ) أو مهمة تحقيق مشكلة حل أجل من
كمبيوتر جهاز على تشغيلها يمكن برامج إلى تترجم
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Algorithmic Representation of Computer Functions Input
– Get information Get (input command) Storage
– Store information Given/Result Intermediates/Set
Process– Arithmetic Let (assignment command)– Repeat instructions Loop– Branch conditionals If
Output– Give information Give (output command)
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Algorithm Description
Understand the problem before solving it
– Identify & name each Input/Givens– Identify & name each Output/Results– Assign a name to our algorithm (Name)– Combine the previous 3 pieces of information into a
formal statement (Definition)• Results = Name (Givens)
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MethodWe develop a series of instructions, when
executed, will compute the desired Results from the Givens (Method)
التعليمات من سلسلة تنفيذ ، نبني يتم حسب نها، وعندماوفق( Results )النتائج Givens المدخالتالمرجوة
(Method)
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Assignment command (تخصيص)Syntax
X = 5Y + 16On the left side of =, we put the name of a variable and on the right side we put a value or an expression. Each variable refers to a unique location in computer memory that contains a value.
Interpretation An assignement is executed in two steps : 1- evaluation of the expression found on the right side. 2- setting the returned value in the memory cell corresponding to variable.Example Let SideSize=15 Let Area=SideSizeSideSize
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Assignment in computre science and equality in mathematics
a) The following instructions are the same in mathematics.A=B B=A
not in computer science.Let A=B is different from Let B=A
b) In mathematics we work with relations.A relation B=A+1 means that it is true all the timeIn computer science, we work with assignments. We can have:
A=5B=A+1A=2
The relation B=A+1 is true only after the second instruction and before the third one.
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Assignment in computer science and equality in mathematics
c) The instruction A=A+3 is false in mathematics.In computer science Let A=A+3 means: the new value of A is equal to the old one plus three.
d) The instruction A+5=3 is allowed in mathematics (it is an equation).Let A+5=3 has no meaning in computer science (the left side must be a variable).
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Input command
SyntaxGet variableThe variable must be from GivensInterpretationHere the user must give a value. The given value is assigned to the variable. ExampleGet Size_Side
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Output command
SyntaxGive variableThe variable must be from ResultsInterpretationThe value of the variable is displayed. ExampleGive Area
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Algorithm 1.1Write an algorithm to find the sum of three given
numbers– NAME: SUM3– GIVENS: N1, N2, N3– RESULTS: Total– DEFINITION: Total := SUM3(N1, N2, N3)– -------------------------– METHOD:
Get N1Get N2Get N3
Let Total = N1 + N2 + N3
Give Total
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Algorithm 1.2 Write an algorithm to find the result of a division
operation for the given two numbers X and Y– NAME: Division– GIVENS: X, Y– RESULTS: Quotient– DEFINITION: Quotient := Division(X, Y)– -------------------------– METHOD:
Get XGet Y
Let Quotient = X/Y
Give Quotient
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Algorithm 1.3Write an algorithm to find the sum and product of the two
given numbers– NAME: SumTimes– GIVENS:Num1, Num2– RESULTS: Total, Product– DEFINITION: Total & Product := SumTimes(Num1, Num2)– -------------------------– METHOD:
Get Num1Get Num2
Let Total = Num1 + Num2Let Product = Num1 * Num2
Give TotalGive Product
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Algorithm 1.4 Find the sum and average of three given numbers
– NAME:AVG3– GIVENS:Num1, Num2, Num3– RESULTS:Sum , Average– DEFINITION:Sum & Average = AVG3(Num1, Num2, Num3)– -------------------------– METHOD:
Get Num1Get Num2Get Num3
Let Sum = Num1 + Num2 + Num3Let Average = Sum /3
Give SumGive Average
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Variables
Observe that we have used names for the data items in our Givens and Results– Num1, Num2, Num3, Sum, Average in Algorithm 1.4
Each name refers to a unique location in computer memory (one or more adjacent bytes) that contains a value
Since that value can change as the instructions in our algorithm are executed, we call each data item a variable
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Variables
In our algorithm, when we use a variable name, we are referring to the value stored in memory for that data item
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Intermediates
Occasionally, in an algorithm, we need to have a variable (in addition to those representing Givens or Results) to store a value temporarily
These are intermediate variables and we identify them in the Algorithm Description as Intermediates
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Algorithm 1.5Given 3 assignment marks (out of 50, 20, 70), find
the average (calculated as a mark out of 100)من ( (70, 20, 50الدرجات لها المئوي المتوسط حساب ونريد
General Concept
– How does one figure out the percentage of several marks?
• Add them all up• Divide by the maximum possible mark : (50+20+70)• Multiply by 100
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Note: percentage average= (Sum of marks / Sum of maximum possible
marks) * 100 Example
percentage average=(50 + 45 + 70)/(80 + 53 + 94) × 100 = 72.6
The 1% of marks= 0.01× (80+53+94)=2.27
sub Algorithms programming english
mark 50 45 70
mark out of 80 53 94
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Algorithm 1.5 Given 3 assignment marks (out of 50, 20, 70), find the percentage average,
calculated as a mark out of 100
– NAME: CalcMark– GIVENS: A1, A2, A3– RESULTS: Mark– INTERMEDIATES: Total, MaxMark (Constant)– DEFINITION: Mark := CalcMark(A1, A2, A3)– -------------------------– METHOD:
Set MaxMark = 140 (Constant)
Get A1Get A2Get A3
Let Total = A1 + A2 + A3Let Mark = Total/MaxMark * 100
Give Mark
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Algorithm 1.6
Given a two digit number, find the sum of its digits
General Concept– How can we break apart a number?
• 41 = 4 Tens and 1 Ones• so for the number 41, we want 4 + 1 = 5
– Use integer division• DIV returns the integer part of a division• MOD returns the remainder of a division
41 \ 10 = 4
41 MOD 10 = 1
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Algorithm 1.6 Given a two digit number, find the sum of its digits
– NAME: SumDig– GIVENS: N– RESULTS: Sum– INTERMEDIATES: Tens, Ones– DEFINITION: Sum := SumDig(N)– ------------------------- – METHOD:
Get N
Let Tens = N div10Let Ones = N mod 10Let Sum = Tens + Ones
Give Sum
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Algorithm 1.7 Write an algorithm which adds the given two numbers (X and
Y) and returns the sum in the given variable X– NAME: AddXY– GIVENS:X, Y– RESULTS: X– INTERMEDIATES: None– DEFINITION: AddXY (X, Y)– -------------------------– METHOD:
Get XGet Y
Let X = X+ Y
Give X
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RecapitulationName The formal name of the algorithm
Givens Names of the given values for a problem
Results Names of the resulting values of the problem
Intermediates Names of the intermediate variables used in the algorithm
Definition The formal definition of the algorithm, using Name, Givens, and Results
Method The step by step sequence of statements to solve the problem
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Tracing an Algorithm( تتبع(خوارزمية
The purpose of tracing an algorithm is to ensure that it works
This is a paper test. It should be completed before writing the computer code
Tracing involves
– Executing the sequence of instructions with a sample set of values
– Computing the value of each variable after each instruction is executed
– Checking for the correct result
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Tracing an Algorithm
Step 1 - Number every instruction in the algorithm
Step 2 – Make a table– The first column of the table indicates which
instruction has been executed– Subsequent columns list all the variables of the
algorithm (Givens, Results, Intermediates)
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Tracing an Algorithm
Step 3 – Complete the table– Each column of the table represents a variable– Start at the first line of your algorithm. Identify what
will happen to each variable as that instruction is executed
• Change any values which the instruction changes and leave all other columns blank
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Trace 1.1 Trace Algorithm 1.4 using the numbers 24, 31, and 35
METHOD:(1) Get Num1(2) Get Num2(3) Get Num3
(4) Let Sum = Num1 + Num2 + Num3(5) Let Average = Sum /3
(6) Give Sum(7) Give Average
Line Num1 Num2 Num3 Sum Avg
1 24
2 31
3 35
4 90
5 30
6 output 90
7 output 30
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Trace 1.2 Trace Algorithm 1.5 with the numbers 40, 18, 26METHOD: (1) Set MaxMark =140
(2) Get A1(3) Get A2(4) Get A3
(5) Let Total = A1 + A2 + A3(6) Let Mark = Total/MaxMark * 100
(7) Give Mark
Ln A1 A2 A3 MM Ttl Mark 1 140 2 40 3 18 4 26 5 84 6 60 7 output 60
NB THE ANSWER IS NOT 69 (40/50 + 18/20 + 26/70)/3
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Flow Charts
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Flow Charts
Can be created in MS Visio
Begin and End with an OvalGet/Give use a parallelogramLets use a rectangle
Flow is shown with arrows
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Algorithm 1.1Write an algorithm to find the
sum of three given numbers
NAME: SUM3GIVENS: N1, N2, N3RESULTS: TotalDEFINITION:
Total := SUM3(N1, N2, N3)
StartSUM3
Get N1Get N2Get N3
Let Total = N1 + N2 + N3
Give Total
FinishSUM3
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Algorithm 1.2Write an algorithm to find the result
of a division operation for the given two numbers X and Y
NAME: DivisionGIVENS: X, YRESULTS: QuotientDEFINITION:
Quotient := Division(X, Y)
StartDIVISION
Get XGet Y
Let Quotient = X/Y
Give Quotient
FinishDIVISION
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Algorithm 1.3Write an algorithm to find the
sum and product of the two given numbers
NAME: SumTimesGIVENS:Num1, Num2RESULTS: Total, ProductDEFINITION: Total & Product :=
SumTimes(Num1, Num2)
StartSUMTIMES
Get Num1Get Num2
Let Total = Num1 + Num2Let Product = Num1 * Num2
Give TotalGive Product
FinishSUMTIMES
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Algorithm 1.4Find the sum and average of three given
numbers
NAME:AVG3GIVENS:Num1, Num2, Num3RESULTS:Sum , AverageDEFINITION:
Sum & Average := AVG3(Num1, Num2, Num3)
StartAVG3
Get Num1Get Num2Get Num3
Let Sum = Num1 + Num2 + Num3Let Average = Sum/3
Give SumlGive Average
FinishAVG3
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Algorithm 1.5Given 3 assignment marks (out of 50,
20, 70), find the percentage average, calculated as a mark out of 100
NAME: CalcMarkGIVENS: A1, A2, A3RESULTS: MarkINTERMEDIATES:
Total, MaxMark (Constant)
DEFINITION: Mark := CalcMark(A1, A2, A3)
StartCALCMARK
Get A1Get A2Get A3
Let Total = A1 + A2 + A3Let Mark = Total/MaxMark
Give Mark
FinishCALCMARK
Set MaxMark =140
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Algorithm 1.6
Given a two digit number, find the sum of its digits
NAME: SumDigGIVENS: NRESULTS: SumINTERMEDIATES: Tens, OnesDEFINITION:
Sum := SumDig(N)
StartSUMDIG
Get N
Let Tens = N div 10Let Ones = N mod 10
Let Sum = Tens + Ones
Give Sum
FinishSUMDIG
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Algorithm 1.7NAME: SwapGIVENS: X, Y
Change: X, YRESULTS: NoneINTERMEDIATES: TempDEFINITION: Swap (X, Y)
StartSWAP
Get XGet Y
Let Temp = XLet X = Y
Let Y = Temp
Give XGive Y
FinishSWAP
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Algorithm 1.8Write an algorithm which adds
the given two numbers (X and Y) and returns the sum in the given variable X
NAME: AddXYGIVENS:X, Y
Change: XRESULTS:NoneINTERMEDIATES: NoneDEFINITION: AddXY (X, Y)
StartADDXY
Get XGet Y
Let X = X + Y
Give X
FinishADDXY
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Homework
Due date for the homework: sunday / /2014
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1. Write an algorithm to sum 5 numbers. Trace the algorithm using the numbers 1, 3, 5, 7 and 9.
2. Write an algorithm to compute the average of 5 numbers. Trace the algorithm using the numbers 1, 3, 5, 7 and 9.
3. Write an algorithm to multiply 3 numbers. Trace the algorithm using the numbers 2, 9 and 6.
4. Write an algorithm to multiply 2 numbers and divide the product by a third number. Trace the algorithm using the numbers 2, 9 and 6.
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1. Write an algorithm to calculate the average mark out of 100, given three assignment marks, each of which is marked out of 20. Trace the algorithm using 15, 20 and 10 as the three assignment marks.
2. Write an algorithm to calculate the sum of the digits of a three digit number. Trace the algorithm using the number 659.
3. Write an algorithm to swap two numbers. Trace the algorithm using x as 8 and y as 9.
4. Write an algorithm to sum four numbers and return the sum in the variable x. Trace the algorithm using w as 2, x as 3, y as 4 and z as 5.