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ALGORITHM

In mathematics and computer science, an algorithm (


[1] [3]
i

/lrm/) is an effective

methodexpressed as a finite list of well-defined instructions[2] for calculating a function. Algorithms are used for calculation, data processing, and automated reasoning.

Starting from an initial state and initial input (perhaps null),[4] the instructions describe a computation that, when executed, will proceed through a finite [5] number of well-defined successive states, eventually producing "output"[6] and terminating at a final ending state. The transition from one state to the next is not necessarily deterministic; some algorithms, known as randomized algorithms, incorporate random input.[7] A partial formalization of the concept began with attempts to solve the Entscheidungsproblem (the "decision problem") posed by David Hilbert in 1928. Subsequent formalizations were framed as attempts to define "effective calculability"[8] or "effective method";
[9]

those formalizations included theGdelHerbrandKleene recursive functions of 1930, 1934

and 1935, Alonzo Church's lambda calculus of 1936, Emil Post's "Formulation 1" of 1936, and Alan Turing's Turing machines of 19367 and 1939.

PSEUDOCODE
Pseudocode is one method of designing or planning a program. Pseudo means false, thus pseudocode means false code. A better translation would be the word fake or imitation. Pseudocode is fake (not the real thing). It looks like (imitates) real code but it is NOT real code. It uses English statements to describe what a program is to accomplish. It is fake because no complier exists that will translate the pseudocode to any machine language. Pseudocode is used for documenting the program or module design (also known as the algorithm).

FLOWCHART
A flowchart is a type of diagram that represents an algorithm or process, showing the steps as boxes of various kinds, and their order by connecting these with arrows. This diagrammaticrepresentation can give a step-by-step solution to a given problem. Process operations are represented in these boxes, and arrows connecting them represent flow of control. Data flows are not typically represented in a flowchart, in contrast with data flow diagrams; rather, they are

implied by the sequencing of operations. Flowcharts are used in analyzing, designing, documenting or managing a process or program in various fields.[1]

FLOWCHART SYMBOLS

PROGRAM DEVELOPMENT Program development is an ongoing systematic process that Extension professionals follow as they plan, implement and evaluate their educational programs. The process is not confined to a four-year planning cycle. It can be applied on a small scale to an individual workshop; on a larger scale to a comprehensive community initiative or to a county or statewide program of action. The scope may be different but the principles of program development remain the same.

In UW-Extension, the program development process is captured in our program development model that includes situational analysis, priority setting, program action the logic model and evaluation.

ELEMENTS OF PROGRAMMING
powerful programming language is more than just a means for instructing a computer to perform tasks. The language also serves as a framework within which we organize our ideas about processes. Thus, when we describe a language, we should pay particular attention to the means that the language provides for combining simple ideas to form more complex ideas. Every powerful language has three mechanisms for accomplishing this:

primitive expressions, which represent the simplest entities the language is concerned with, means of combination, by which compound elements are built from simpler ones, and means of abstraction, by which compound elements can be named and manipulated as units.

In programming, we deal with two kinds of elements: procedures and data. (Later we will discover that they are really not so distinct.) Informally, data is ``stuff'' that we want to manipulate, and procedures are descriptions of the rules for manipulating the data. Thus, any powerful programming language should be able to describe primitive data and primitive procedures and should have methods for combining and abstracting procedures and data. In this chapter we will deal only with simple numerical data so that we can focus on the rules for building procedures. In later chapters we will see that these same rules allow us to build procedures to manipulate compound data as well.

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