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Common Sound Card Problems and How to Solve Them

If you’re experiencing sound issues with your computer, it can be a frustrating experience. You might be trying to listen to music, watch a video or even attend an important virtual meeting, but your computer’s audio isn’t working. The first thing you should check is whether your sound card is properly installed and functioning. In this article, we’ll explore some of the most common sound card problems and how you can solve them.

No Sound at All

If you’re not hearing any sound whatsoever from your computer, the first thing you should check is whether your speakers are properly plugged in. If they are, then the issue might be with your sound card drivers. Drivers are software that allow devices like your sound card to communicate with your computer’s operating system.

To fix this problem, check if there are any updates available for your sound card drivers. You can usually do this through the manufacturer’s website or through Windows Update. If there are no updates available or updating the drivers doesn’t work, you may need to uninstall and reinstall them.

Distorted Sound

Another issue that people often experience is distorted audio coming from their speakers or headphones. This can manifest itself in a variety of ways such as crackling noises or static sounds.

The most common cause of distorted audio is outdated drivers or incorrect settings on your computer. Start by checking if there are any updates available for your drivers and make sure that all settings related to audio output are correctly configured.

If updating the drivers doesn’t work, try using different speakers or headphones to see if the issue persists. It could be that the problem lies with your hardware rather than software.

Audio Cutting Out

If you’re experiencing frequent interruptions in audio playback such as sudden cutouts or skips in music tracks, it could be due to an unstable connection between your computer and speakers/headphones.

Try plugging in your audio device to a different USB port or trying a different audio cable. If the problem persists, there could be an issue with your sound card’s hardware or drivers.

No Audio on External Devices

If you’re using external speakers or headphones and there’s no audio coming through them, it could be due to incorrect output settings. Make sure that your computer is set to output audio through the correct device by going into your sound settings and selecting the appropriate device.

If you’re still experiencing issues, try updating your drivers or checking for any available firmware updates for the external device.

In conclusion, sound issues on your computer can be frustrating but they are usually easily solved. By following these troubleshooting steps, you should be able to identify and fix most common sound card problems. If none of these solutions work, it might be time to seek professional help from a computer technician.

This text was generated using a large language model, and select text has been reviewed and moderated for purposes such as readability.

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stepwise method for solving problems in computer science is called

A step-by-step procedure used to solve a problem is called.

A step-by-step procedure used to solve a problem is called algorithm. an algorithm (pronounced al-go-rith-um) is a procedure or formula for solving a problem, based on conductiong a sequence of specified actions. a computer program can be viewed as an elaborate algorithm. in mathematics and computer science, an algorithm usually means a small procedure that solves a recurrent problem. in computer systems, an algorithm is basically an instance of logic written in software by software developers, to be effective for the intended "target" computer(s) to produce output from given (perhaps null) input. an optimal algorithm, even running in old hardware, would produce faster results than a non-optimal (higher time complexity) algorithm for the same purpose, running in more efficient hardware; that is why algorithms, like computer hardware, are considered technology..

Shalini was asked to solve a problem on the board. While solving the problem she made a silly mistake. Find the correct answer. Question: Find the value of the expression x 3 − 6 x + 7 when x = -3 Step i: ( − 3 ) 2 − 6 ( − 3 ) + 7 step ii: - 27 - 9 + 7 step iii: - 29

(a) Name the catalyst which helps in the conversion of sulphur dioxide to sulphur trioxide in step C. (b) In the Contact process for the manufacture of the sulphuric acid, sulphur trioxide is not converted to sulphuric acid by reacting it with water. Instead, a two-steps procedure is used. Write the equations for the two steps involved in D. (c) What type of substance will liberate sulphur dioxide from sodium sulphite to step E? (d) Write the equation for the reaction by which sulphur dioxide is converted to sodium sulphite in step F. [5 MARKS]

Step by step procedure of gram staining.

Activity to know about condition for rusting AIM: APPARATUS : PROCEDURE : OBSERVATION: INFERENCE : PRECAUTIONS : STEP BY STEP ANSWER

Which of these following steps did the government take to solve economic problem?

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A step-by-step procedure used to solve a problem is called

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A. Operating system

B. Algorithm

C. Application program

D. All of the above

E. None of the above

Answer: Option B

Solution(By Examveda Team)

This Question Belongs to Computer Fundamentals >> Computer Fundamental Miscellaneous

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  • CIE A Level Computer Science

Stepwise Refinement

Stepwise Refinement is the process of breaking down a programming problem into a series of steps. You start with a general set of steps to solve the problem, defining each in turn. Once you have defined each of the steps you then break the problem down into a series of smaller sub-steps. Once this is complete you keep on going until you have described the problem in such a level of detail that you can code a solution to the problem.

Stepwise refinement can be represented diagrammatically as such:

stepwise method for solving problems in computer science is called

Video Tutorial

YouTube blocked in School? Use the Google Drive version instead

Advantages & Disadvantages

Advantages of step-wise refinement.

  • By breaking the problem down into steps it is easy to get  good understanding of the scale of the problem. As a result less time and resources will be required to solve the problem.
  • Many of the design decisions can be made during the stepwise refinement process, making it faster to make changes than after coding
  • Large projects can be broken down and certain components issued to different developers.
  • The overview makes the project easy to manage.

Disadvantages

  • Investigatory projects cannot always be developed from the top-design
  • Stepwise refinement does not easily allow for projects to evolve during the development as a result of internal or external factors.

Activity : Going Food Shopping

Use Stepwise Refinement to break down the process of going food shopping into levels of detail until you would be able to write a ‘shopping algorithm’.

stepwise method for solving problems in computer science is called

Google Slides Presentation

Study & Revision Resources

  • 1. Micro-Worlds
  • 2. Light-Bot in Java
  • 3. Jeroos of Santong Island
  • 4. Problem Solving and Algorithms
  • 5. Creating Jeroo Methods
  • 6. Conditionally Executing Actions
  • 7. Repeating Actions
  • 8. Handling Touch Events
  • 9. Adding Text to the Screen

Problem Solving and Algorithms

Learn a basic process for developing a solution to a problem. Nothing in this chapter is unique to using a computer to solve a problem. This process can be used to solve a wide variety of problems, including ones that have nothing to do with computers.

Problems, Solutions, and Tools

I have a problem! I need to thank Aunt Kay for the birthday present she sent me. I could send a thank you note through the mail. I could call her on the telephone. I could send her an email message. I could drive to her house and thank her in person. In fact, there are many ways I could thank her, but that's not the point. The point is that I must decide how I want to solve the problem, and use the appropriate tool to implement (carry out) my plan. The postal service, the telephone, the internet, and my automobile are tools that I can use, but none of these actually solves my problem. In a similar way, a computer does not solve problems, it's just a tool that I can use to implement my plan for solving the problem.

Knowing that Aunt Kay appreciates creative and unusual things, I have decided to hire a singing messenger to deliver my thanks. In this context, the messenger is a tool, but one that needs instructions from me. I have to tell the messenger where Aunt Kay lives, what time I would like the message to be delivered, and what lyrics I want sung. A computer program is similar to my instructions to the messenger.

The story of Aunt Kay uses a familiar context to set the stage for a useful point of view concerning computers and computer programs. The following list summarizes the key aspects of this point of view.

A computer is a tool that can be used to implement a plan for solving a problem.

A computer program is a set of instructions for a computer. These instructions describe the steps that the computer must follow to implement a plan.

An algorithm is a plan for solving a problem.

A person must design an algorithm.

A person must translate an algorithm into a computer program.

This point of view sets the stage for a process that we will use to develop solutions to Jeroo problems. The basic process is important because it can be used to solve a wide variety of problems, including ones where the solution will be written in some other programming language.

An Algorithm Development Process

Every problem solution starts with a plan. That plan is called an algorithm.

There are many ways to write an algorithm. Some are very informal, some are quite formal and mathematical in nature, and some are quite graphical. The instructions for connecting a DVD player to a television are an algorithm. A mathematical formula such as πR 2 is a special case of an algorithm. The form is not particularly important as long as it provides a good way to describe and check the logic of the plan.

The development of an algorithm (a plan) is a key step in solving a problem. Once we have an algorithm, we can translate it into a computer program in some programming language. Our algorithm development process consists of five major steps.

Step 1: Obtain a description of the problem.

Step 2: analyze the problem., step 3: develop a high-level algorithm., step 4: refine the algorithm by adding more detail., step 5: review the algorithm..

This step is much more difficult than it appears. In the following discussion, the word client refers to someone who wants to find a solution to a problem, and the word developer refers to someone who finds a way to solve the problem. The developer must create an algorithm that will solve the client's problem.

The client is responsible for creating a description of the problem, but this is often the weakest part of the process. It's quite common for a problem description to suffer from one or more of the following types of defects: (1) the description relies on unstated assumptions, (2) the description is ambiguous, (3) the description is incomplete, or (4) the description has internal contradictions. These defects are seldom due to carelessness by the client. Instead, they are due to the fact that natural languages (English, French, Korean, etc.) are rather imprecise. Part of the developer's responsibility is to identify defects in the description of a problem, and to work with the client to remedy those defects.

The purpose of this step is to determine both the starting and ending points for solving the problem. This process is analogous to a mathematician determining what is given and what must be proven. A good problem description makes it easier to perform this step.

When determining the starting point, we should start by seeking answers to the following questions:

What data are available?

Where is that data?

What formulas pertain to the problem?

What rules exist for working with the data?

What relationships exist among the data values?

When determining the ending point, we need to describe the characteristics of a solution. In other words, how will we know when we're done? Asking the following questions often helps to determine the ending point.

What new facts will we have?

What items will have changed?

What changes will have been made to those items?

What things will no longer exist?

An algorithm is a plan for solving a problem, but plans come in several levels of detail. It's usually better to start with a high-level algorithm that includes the major part of a solution, but leaves the details until later. We can use an everyday example to demonstrate a high-level algorithm.

Problem: I need a send a birthday card to my brother, Mark.

Analysis: I don't have a card. I prefer to buy a card rather than make one myself.

High-level algorithm:

Go to a store that sells greeting cards Select a card Purchase a card Mail the card

This algorithm is satisfactory for daily use, but it lacks details that would have to be added were a computer to carry out the solution. These details include answers to questions such as the following.

"Which store will I visit?"

"How will I get there: walk, drive, ride my bicycle, take the bus?"

"What kind of card does Mark like: humorous, sentimental, risqué?"

These kinds of details are considered in the next step of our process.

A high-level algorithm shows the major steps that need to be followed to solve a problem. Now we need to add details to these steps, but how much detail should we add? Unfortunately, the answer to this question depends on the situation. We have to consider who (or what) is going to implement the algorithm and how much that person (or thing) already knows how to do. If someone is going to purchase Mark's birthday card on my behalf, my instructions have to be adapted to whether or not that person is familiar with the stores in the community and how well the purchaser known my brother's taste in greeting cards.

When our goal is to develop algorithms that will lead to computer programs, we need to consider the capabilities of the computer and provide enough detail so that someone else could use our algorithm to write a computer program that follows the steps in our algorithm. As with the birthday card problem, we need to adjust the level of detail to match the ability of the programmer. When in doubt, or when you are learning, it is better to have too much detail than to have too little.

Most of our examples will move from a high-level to a detailed algorithm in a single step, but this is not always reasonable. For larger, more complex problems, it is common to go through this process several times, developing intermediate level algorithms as we go. Each time, we add more detail to the previous algorithm, stopping when we see no benefit to further refinement. This technique of gradually working from a high-level to a detailed algorithm is often called stepwise refinement .

The final step is to review the algorithm. What are we looking for? First, we need to work through the algorithm step by step to determine whether or not it will solve the original problem. Once we are satisfied that the algorithm does provide a solution to the problem, we start to look for other things. The following questions are typical of ones that should be asked whenever we review an algorithm. Asking these questions and seeking their answers is a good way to develop skills that can be applied to the next problem.

Does this algorithm solve a very specific problem or does it solve a more general problem ? If it solves a very specific problem, should it be generalized?

For example, an algorithm that computes the area of a circle having radius 5.2 meters (formula π*5.2 2 ) solves a very specific problem, but an algorithm that computes the area of any circle (formula π*R 2 ) solves a more general problem.

Can this algorithm be simplified ?

One formula for computing the perimeter of a rectangle is:

length + width + length + width

A simpler formula would be:

2.0 * ( length + width )

Is this solution similar to the solution to another problem? How are they alike? How are they different?

For example, consider the following two formulae:

Rectangle area = length * width Triangle area = 0.5 * base * height

Similarities: Each computes an area. Each multiplies two measurements.

Differences: Different measurements are used. The triangle formula contains 0.5.

Hypothesis: Perhaps every area formula involves multiplying two measurements.

Example 4.1: Pick and Plant

This section contains an extended example that demonstrates the algorithm development process. To complete the algorithm, we need to know that every Jeroo can hop forward, turn left and right, pick a flower from its current location, and plant a flower at its current location.

Problem Statement (Step 1)

A Jeroo starts at (0, 0) facing East with no flowers in its pouch. There is a flower at location (3, 0). Write a program that directs the Jeroo to pick the flower and plant it at location (3, 2). After planting the flower, the Jeroo should hop one space East and stop. There are no other nets, flowers, or Jeroos on the island.

Analysis of the Problem (Step 2)

The flower is exactly three spaces ahead of the jeroo.

The flower is to be planted exactly two spaces South of its current location.

The Jeroo is to finish facing East one space East of the planted flower.

There are no nets to worry about.

High-level Algorithm (Step 3)

Let's name the Jeroo Bobby. Bobby should do the following:

Get the flower Put the flower Hop East

Detailed Algorithm (Step 4)

Get the flower Hop 3 times Pick the flower Put the flower Turn right Hop 2 times Plant a flower Hop East Turn left Hop once

Review the Algorithm (Step 5)

The high-level algorithm partitioned the problem into three rather easy subproblems. This seems like a good technique.

This algorithm solves a very specific problem because the Jeroo and the flower are in very specific locations.

This algorithm is actually a solution to a slightly more general problem in which the Jeroo starts anywhere, and the flower is 3 spaces directly ahead of the Jeroo.

Java Code for "Pick and Plant"

A good programmer doesn't write a program all at once. Instead, the programmer will write and test the program in a series of builds. Each build adds to the previous one. The high-level algorithm will guide us in this process.

FIRST BUILD

To see this solution in action, create a new Greenfoot4Sofia scenario and use the Edit Palettes Jeroo menu command to make the Jeroo classes visible. Right-click on the Island class and create a new subclass with the name of your choice. This subclass will hold your new code.

The recommended first build contains three things:

The main method (here myProgram() in your island subclass).

Declaration and instantiation of every Jeroo that will be used.

The high-level algorithm in the form of comments.

The instantiation at the beginning of myProgram() places bobby at (0, 0), facing East, with no flowers.

Once the first build is working correctly, we can proceed to the others. In this case, each build will correspond to one step in the high-level algorithm. It may seem like a lot of work to use four builds for such a simple program, but doing so helps establish habits that will become invaluable as the programs become more complex.

SECOND BUILD

This build adds the logic to "get the flower", which in the detailed algorithm (step 4 above) consists of hopping 3 times and then picking the flower. The new code is indicated by comments that wouldn't appear in the original (they are just here to call attention to the additions). The blank lines help show the organization of the logic.

By taking a moment to run the work so far, you can confirm whether or not this step in the planned algorithm works as expected.

THIRD BUILD

This build adds the logic to "put the flower". New code is indicated by the comments that are provided here to mark the additions.

FOURTH BUILD (final)

Example 4.2: replace net with flower.

This section contains a second example that demonstrates the algorithm development process.

There are two Jeroos. One Jeroo starts at (0, 0) facing North with one flower in its pouch. The second starts at (0, 2) facing East with one flower in its pouch. There is a net at location (3, 2). Write a program that directs the first Jeroo to give its flower to the second one. After receiving the flower, the second Jeroo must disable the net, and plant a flower in its place. After planting the flower, the Jeroo must turn and face South. There are no other nets, flowers, or Jeroos on the island.

Jeroo_2 is exactly two spaces behind Jeroo_1.

The only net is exactly three spaces ahead of Jeroo_2.

Each Jeroo has exactly one flower.

Jeroo_2 will have two flowers after receiving one from Jeroo_1. One flower must be used to disable the net. The other flower must be planted at the location of the net, i.e. (3, 2).

Jeroo_1 will finish at (0, 1) facing South.

Jeroo_2 is to finish at (3, 2) facing South.

Each Jeroo will finish with 0 flowers in its pouch. One flower was used to disable the net, and the other was planted.

Let's name the first Jeroo Ann and the second one Andy.

Ann should do the following: Find Andy (but don't collide with him) Give a flower to Andy (he will be straight ahead) After receiving the flower, Andy should do the following: Find the net (but don't hop onto it) Disable the net Plant a flower at the location of the net Face South
Ann should do the following: Find Andy Turn around (either left or right twice) Hop (to location (0, 1)) Give a flower to Andy Give ahead Now Andy should do the following: Find the net Hop twice (to location (2, 2)) Disable the net Toss Plant a flower at the location of the net Hop (to location (3, 2)) Plant a flower Face South Turn right

The high-level algorithm helps manage the details.

This algorithm solves a very specific problem, but the specific locations are not important. The only thing that is important is the starting location of the Jeroos relative to one another and the location of the net relative to the second Jeroo's location and direction.

Java Code for "Replace Net with Flower"

As before, the code should be written incrementally as a series of builds. Four builds will be suitable for this problem. As usual, the first build will contain the main method, the declaration and instantiation of the Jeroo objects, and the high-level algorithm in the form of comments. The second build will have Ann give her flower to Andy. The third build will have Andy locate and disable the net. In the final build, Andy will place the flower and turn East.

This build creates the main method, instantiates the Jeroos, and outlines the high-level algorithm. In this example, the main method would be myProgram() contained within a subclass of Island .

This build adds the logic for Ann to locate Andy and give him a flower.

This build adds the logic for Andy to locate and disable the net.

This build adds the logic for Andy to place a flower at (3, 2) and turn South.

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Problem Solving Techniques in Computer Science

stepwise method for solving problems in computer science is called

Problem-solving is the process of identifying a problem and finding the best solution for it. Problem-solving is a technique that can be developed by following a well-organized approach. Every day we encounter many problems and solve them.

Every problem is different. Some problems are very difficult and are needed more attention to recognize the solution.

A problem may be solved by multiple methods. One solution may be faster, cheaper, and more reliable than others. It is important to choose a suitable worthy solution.

Different strategies, techniques, and tools are used to solve a problem. Computers are used as a tool to solve complex problems by developing computer programs.

Computer programs contain different instructions for computers. A programmer writes instructions and the computer executes these instructions to solve a problem. A person can be a good programmer if he has the skill of solving problems.

 Advantages of Computer Program

Properties of algorithm, logic design, advantages of algorithm, uses of logic flowchart, problem-solving techniques..

There are three different types of problem-solving techniques.

A set of instructions given to a computer to solve a problem is called a program.

A computer works according to the given instructions in the program. Computer programs are written in programming languages. A person who develops a program is called a programmer.

The programmer develops programs to instruct the computer on how to process data into information. The programmer uses programming languages or tools to write programs.

Different advantages of computer programs are as follows:

  • A computer program can solve many problems by giving instructions to the computer.
  • A computer program can be used to perform a task again and again and fastly.
  • A program can process a large amount of data easily.
  • It can display the results in different styles.
  • The processing of a program is more efficient and less time-consuming.
  • Different types of programs are used in different fields to perform certain tasks.

   Algorithms & Pseudo Code

An algorithm is a step-by-step procedure to solve a problem. The process of solving

problem becomes simpler and easier with help of algorithm. It is better to write an algorithm

before writing the actual computer program.

Following are some properties of an algorithm:

  • The given problem should be broken down into simple and meaningful steps.
  • The steps should be numbered sequentially.
  • The steps should be descriptive and written in simple English. 

Algorithms are written in a language that is similar to simple English called pseudocode. There is no standard to write pseudo code. It is used to specify program logic in an English-like manner that is independent of any particular programming language.

Pseudocode simplifies program development by separating it into two main parts.

In this part, the logic of the program is designed. We specify different steps required to solve the problem and the sequence of these steps.

In this part, the algorithm is converted into a program. The steps of the algorithm are

translated into instructions of any programming language.

The use of pseudo-code allows the programmer to focus on the planning of the program. After the planning is final, it can be written in any programming language.

The following algorithm inputs two numbers calculate the sum and then displays the result on the screen.

4. Total A+B

5. Display Total

The following algorithm inputs the radius from the user and calculates the area of a circle.

Hint: Area 3.14* radius* radius)

2. Input radius in r

3. area = 3.14* r* r

4. Print area

There are many advantages of an algorithm

Reduce complexity

Writing algorithm and program separately simplifies the overall task by dividing it into two simpler tasks. While writing the algorithm, we can focus on solving the problem instead of concentrating on a particular language.

Increased Flexibility

An algorithm is written so that the code may be written in any language. Using an algorithm, the program could be written in Visual Basic, Java or C++, etc.

Ease of Understanding

It is not necessary to understand a particular programming language to understand an algorithm. It is written in an English-like manner.

A flowchart is a combination of two words flow and chart. A chart consists of different symbols to display information about any program. Flow indicates the direction processing that takes place in the program.

Flowchart is a graphical representation of an algorithm. It is a way of visually presenting the flow of data, operations performed on data, and the sequence of these operations.

Flowchart is similar to the layout plan of a building. A designer draws the layout plan of the building before constructing it. Similarly, a programmer prefers to design the flowchart before writing the computer program. Flowchart is designed according to the defined rule.

Flowchart is used for the following reasons

  • Flowchart is used to represent an algorithm in a simple graphical manner.
  • Flowchart is used to show the steps of an algorithm easily.
  • Flowchart is used to understand the flow of the program.
  • Flowchart is used to improve the logic for solving a problem.
  • Programs can be reviewed and debugged easily.
  • Chapter-Getting Started with C

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What is Problem Solving Algorithm?, Steps, Representation

  • Post author: Disha Singh
  • Post published: 6 June 2021
  • Post category: Computer Science
  • Post comments: 0 Comments

What is Problem Solving Algorithm?

Computers are used for solving various day-to-day problems and thus problem solving is an essential skill that a computer science student should know. It is pertinent to mention that computers themselves cannot solve a problem. Precise step-by-step instructions should be given by us to solve the problem.

Problem Solving Algorithm

Table of Contents

Thus, the success of a computer in solving a problem depends on how correctly and precisely we define the problem, design a solution (algorithm) and implement the solution (program) using a programming language.

Thus, problem solving is the process of identifying a problem, developing an algorithm for the identified problem and finally implementing the algorithm to develop a computer program.

Definition of Problem Solving Algorithm

These are some simple definition of problem solving algorithm which given below:

Steps for Problem Solving

When problems are straightforward and easy, we can easily find the solution. But a complex problem requires a methodical approach to find the right solution. In other words, we have to apply problem solving techniques.

Problem solving begins with the precise identification of the problem and ends with a complete working solution in terms of a program or software. Key steps required for solving a problem using a computer.

For Example: Suppose while driving, a vehicle starts making a strange noise. We might not know how to solve the problem right away. First, we need to identify from where the noise is coming? In case the problem cannot be solved by us, then we need to take the vehicle to a mechanic.

The mechanic will analyse the problem to identify the source of the noise, make a plan about the work to be done and finally repair the vehicle in order to remove the noise. From the example, it is explicit that, finding the solution to a problem might consist of multiple steps.

Following are Steps for Problem Solving :

Analysing the Problem

Developing an algorithm, testing and debugging.

Steps for Problem Solving

It is important to clearly understand a problem before we begin to find the solution for it. If we are not clear as to what is to be solved, we may end up developing a program which may not solve our purpose.

Thus, we need to read and analyse the problem statement carefully in order to list the principal components of the problem and decide the core functionalities that our solution should have. By analysing a problem, we would be able to figure out what are the inputs that our program should accept and the outputs that it should produce.

It is essential to device a solution before writing a program code for a given problem. The solution is represented in natural language and is called an algorithm. We can imagine an algorithm like a very well-written recipe for a dish, with clearly defined steps that, if followed, one will end up preparing the dish.

We start with a tentative solution plan and keep on refining the algorithm until the algorithm is able to capture all the aspects of the desired solution. For a given problem, more than one algorithm is possible and we have to select the most suitable solution.

After finalising the algorithm, we need to convert the algorithm into the format which can be understood by the computer to generate the desired solution. Different high level programming languages can be used for writing a program. It is equally important to record the details of the coding procedures followed and document the solution. This is helpful when revisiting the programs at a later stage.

The program created should be tested on various parameters. The program should meet the requirements of the user. It must respond within the expected time. It should generate correct output for all possible inputs. In the presence of syntactical errors, no output will be obtained. In case the output generated is incorrect, then the program should be checked for logical errors, if any.

Software industry follows standardised testing methods like unit or component testing, integration testing, system testing, and acceptance testing while developing complex applications. This is to ensure that the software meets all the business and technical requirements and works as expected.

The errors or defects found in the testing phases are debugged or rectified and the program is again tested. This continues till all the errors are removed from the program. Once the software application has been developed, tested and delivered to the user, still problems in terms of functioning can come up and need to be resolved from time to time.

The maintenance of the solution, thus, involves fixing the problems faced by the user, answering the queries of the user and even serving the request for addition or modification of features.

Representation of Algorithms

Using their algorithmic thinking skills, the software designers or programmers analyse the problem and identify the logical steps that need to be followed to reach a solution. Once the steps are identified, the need is to write down these steps along with the required input and desired output.

There are two common methods of representing an algorithm —flowchart and pseudocode. Either of the methods can be used to represent an algorithm while keeping in mind the following:

  • It showcases the logic of the problem solution, excluding any implementational details.
  • It clearly reveals the flow of control during execution of the program.

A flowchart is a visual representation of an algorithm . A flowchart is a diagram made up of boxes, diamonds and other shapes, connected by arrows. Each shape represents a step of the solution process and the arrow represents the order or link among the steps.

A flow chart is a step by step diagrammatic representation of the logic paths to solve a given problem. Or A flowchart is visual or graphical representation of an algorithm .

The flowcharts are pictorial representation of the methods to b used to solve a given problem and help a great deal to analyze the problem and plan its solution in a systematic and orderly manner. A flowchart when translated in to a proper computer language, results in a complete program.

Advantages of Flowcharts:

  • The flowchart shows the logic of a problem displayed in pictorial fashion which felicitates easier checking of an algorithm
  • The Flowchart is good means of communication to other users. It is also a compact means of recording an algorithm solution to a problem.
  • The flowchart allows the problem solver to break the problem into parts. These parts can be connected to make master chart.
  • The flowchart is a permanent record of the solution which can be consulted at a later time.

Differences between Algorithm and Flowchart

Pseudo code.

The Pseudo code is neither an algorithm nor a program. It is an abstract form of a program. It consists of English like statements which perform the specific operations. It is defined for an algorithm. It does not use any graphical representation.

In pseudo code , the program is represented in terms of words and phrases, but the syntax of program is not strictly followed.

Advantages of Pseudocode

  • Before writing codes in a high level language, a pseudocode of a program helps in representing the basic functionality of the intended program.
  • By writing the code first in a human readable language, the programmer safeguards against leaving out any important step. Besides, for non-programmers, actual programs are difficult to read and understand.
  • But pseudocode helps them to review the steps to confirm that the proposed implementation is going to achieve the desire output.

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