Search results
Results from the WOW.Com Content Network
A simple flowchart representing a process for dealing with a non-functioning lamp.. A flowchart is a type of diagram that represents a workflow or process.A flowchart can also be defined as a diagrammatic representation of an algorithm, a step-by-step approach to solving a task.
Flowgorithm is a graphical authoring tool which allows users to write and execute programs using flowcharts. The approach is designed to emphasize the algorithm rather than the syntax of a specific programming language. [1] The flowchart can be converted to several major programming languages. Flowgorithm was created at Sacramento State ...
RAPTOR allows users to write and execute programs using flowcharts. The simple language and graphical components of RAPTOR are designed to teach the major ideas of computer programming to students. It is typically used in academics to teach introductory programming concepts as well. [3]
The process (function, transformation) is part of a system that transforms inputs to outputs. The symbol of a process is a circle, an oval, a rectangle or a rectangle with rounded corners (according to the type of notation). The process is named in one word, a short sentence, or a phrase that is clearly to express its essence. [7] Data flow
The following basic logic symbols shall be used. [9] AND: A condition in which all preceding or succeeding paths are required. The symbol may contain a single input with multiple outputs or multiple inputs with a single output, but not multiple inputs and outputs combined (Figure 5).
DRAKON uses drakon-chart, which is a formalization of traditional flowcharts to depict the overall structure of the program. Code snippets of a programming language are added to the DRAKON icons. The combination of visual elements with code helps with the creation and maintenance of readable flowcharts alongside the development of the program ...
Nassi–Shneiderman diagrams are only rarely used for formal programming. Their abstraction level is close to structured program code and modifications require the whole diagram to be redrawn, but graphic editors removed that limitation. They clarify algorithms and high-level designs, which make them useful in teaching.
The algorithmic state machine (ASM) is a method for designing finite-state machines (FSMs) originally developed by Thomas E. Osborne at the University of California, Berkeley (UCB) since 1960, [1] introduced to and implemented at Hewlett-Packard in 1968, formalized and expanded since 1967 and written about by Christopher R. Clare since 1970.