What Is Problem Solving? How Software Engineers Approach Complex Challenges

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From debugging an existing system to designing an entirely new software application, a day in the life of a software engineer is filled with various challenges and complexities. The one skill that glues these disparate tasks together and makes them manageable? Problem solving . 

Throughout this blog post, we’ll explore why problem-solving skills are so critical for software engineers, delve into the techniques they use to address complex challenges, and discuss how hiring managers can identify these skills during the hiring process. 

What Is Problem Solving?

But what exactly is problem solving in the context of software engineering? How does it work, and why is it so important?

Problem solving, in the simplest terms, is the process of identifying a problem, analyzing it, and finding the most effective solution to overcome it. For software engineers, this process is deeply embedded in their daily workflow. It could be something as simple as figuring out why a piece of code isn’t working as expected, or something as complex as designing the architecture for a new software system. 

In a world where technology is evolving at a blistering pace, the complexity and volume of problems that software engineers face are also growing. As such, the ability to tackle these issues head-on and find innovative solutions is not only a handy skill — it’s a necessity. 

The Importance of Problem-Solving Skills for Software Engineers

Problem-solving isn’t just another ability that software engineers pull out of their toolkits when they encounter a bug or a system failure. It’s a constant, ongoing process that’s intrinsic to every aspect of their work. Let’s break down why this skill is so critical.

Driving Development Forward

Without problem solving, software development would hit a standstill. Every new feature, every optimization, and every bug fix is a problem that needs solving. Whether it’s a performance issue that needs diagnosing or a user interface that needs improving, the capacity to tackle and solve these problems is what keeps the wheels of development turning.

It’s estimated that 60% of software development lifecycle costs are related to maintenance tasks, including debugging and problem solving. This highlights how pivotal this skill is to the everyday functioning and advancement of software systems.

Innovation and Optimization

The importance of problem solving isn’t confined to reactive scenarios; it also plays a major role in proactive, innovative initiatives . Software engineers often need to think outside the box to come up with creative solutions, whether it’s optimizing an algorithm to run faster or designing a new feature to meet customer needs. These are all forms of problem solving.

Consider the development of the modern smartphone. It wasn’t born out of a pre-existing issue but was a solution to a problem people didn’t realize they had — a device that combined communication, entertainment, and productivity into one handheld tool.

Increasing Efficiency and Productivity

Good problem-solving skills can save a lot of time and resources. Effective problem-solvers are adept at dissecting an issue to understand its root cause, thus reducing the time spent on trial and error. This efficiency means projects move faster, releases happen sooner, and businesses stay ahead of their competition.

Improving Software Quality

Problem solving also plays a significant role in enhancing the quality of the end product. By tackling the root causes of bugs and system failures, software engineers can deliver reliable, high-performing software. This is critical because, according to the Consortium for Information and Software Quality, poor quality software in the U.S. in 2022 cost at least $2.41 trillion in operational issues, wasted developer time, and other related problems.

Problem-Solving Techniques in Software Engineering

So how do software engineers go about tackling these complex challenges? Let’s explore some of the key problem-solving techniques, theories, and processes they commonly use.

Decomposition

Breaking down a problem into smaller, manageable parts is one of the first steps in the problem-solving process. It’s like dealing with a complicated puzzle. You don’t try to solve it all at once. Instead, you separate the pieces, group them based on similarities, and then start working on the smaller sets. This method allows software engineers to handle complex issues without being overwhelmed and makes it easier to identify where things might be going wrong.

Abstraction

In the realm of software engineering, abstraction means focusing on the necessary information only and ignoring irrelevant details. It is a way of simplifying complex systems to make them easier to understand and manage. For instance, a software engineer might ignore the details of how a database works to focus on the information it holds and how to retrieve or modify that information.

Algorithmic Thinking

At its core, software engineering is about creating algorithms — step-by-step procedures to solve a problem or accomplish a goal. Algorithmic thinking involves conceiving and expressing these procedures clearly and accurately and viewing every problem through an algorithmic lens. A well-designed algorithm not only solves the problem at hand but also does so efficiently, saving computational resources.

Parallel Thinking

Parallel thinking is a structured process where team members think in the same direction at the same time, allowing for more organized discussion and collaboration. It’s an approach popularized by Edward de Bono with the “ Six Thinking Hats ” technique, where each “hat” represents a different style of thinking.

In the context of software engineering, parallel thinking can be highly effective for problem solving. For instance, when dealing with a complex issue, the team can use the “White Hat” to focus solely on the data and facts about the problem, then the “Black Hat” to consider potential problems with a proposed solution, and so on. This structured approach can lead to more comprehensive analysis and more effective solutions, and it ensures that everyone’s perspectives are considered.

This is the process of identifying and fixing errors in code . Debugging involves carefully reviewing the code, reproducing and analyzing the error, and then making necessary modifications to rectify the problem. It’s a key part of maintaining and improving software quality.

Testing and Validation

Testing is an essential part of problem solving in software engineering. Engineers use a variety of tests to verify that their code works as expected and to uncover any potential issues. These range from unit tests that check individual components of the code to integration tests that ensure the pieces work well together. Validation, on the other hand, ensures that the solution not only works but also fulfills the intended requirements and objectives.

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Evaluating Problem-Solving Skills

We’ve examined the importance of problem-solving in the work of a software engineer and explored various techniques software engineers employ to approach complex challenges. Now, let’s delve into how hiring teams can identify and evaluate problem-solving skills during the hiring process.

Recognizing Problem-Solving Skills in Candidates

How can you tell if a candidate is a good problem solver? Look for these indicators:

  • Previous Experience: A history of dealing with complex, challenging projects is often a good sign. Ask the candidate to discuss a difficult problem they faced in a previous role and how they solved it.
  • Problem-Solving Questions: During interviews, pose hypothetical scenarios or present real problems your company has faced. Ask candidates to explain how they would tackle these issues. You’re not just looking for a correct solution but the thought process that led them there.
  • Technical Tests: Coding challenges and other technical tests can provide insight into a candidate’s problem-solving abilities. Consider leveraging a platform for assessing these skills in a realistic, job-related context.

Assessing Problem-Solving Skills

Once you’ve identified potential problem solvers, here are a few ways you can assess their skills:

  • Solution Effectiveness: Did the candidate solve the problem? How efficient and effective is their solution?
  • Approach and Process: Go beyond whether or not they solved the problem and examine how they arrived at their solution. Did they break the problem down into manageable parts? Did they consider different perspectives and possibilities?
  • Communication: A good problem solver can explain their thought process clearly. Can the candidate effectively communicate how they arrived at their solution and why they chose it?
  • Adaptability: Problem-solving often involves a degree of trial and error. How does the candidate handle roadblocks? Do they adapt their approach based on new information or feedback?

Hiring managers play a crucial role in identifying and fostering problem-solving skills within their teams. By focusing on these abilities during the hiring process, companies can build teams that are more capable, innovative, and resilient.

Key Takeaways

As you can see, problem solving plays a pivotal role in software engineering. Far from being an occasional requirement, it is the lifeblood that drives development forward, catalyzes innovation, and delivers of quality software. 

By leveraging problem-solving techniques, software engineers employ a powerful suite of strategies to overcome complex challenges. But mastering these techniques isn’t simple feat. It requires a learning mindset, regular practice, collaboration, reflective thinking, resilience, and a commitment to staying updated with industry trends. 

For hiring managers and team leads, recognizing these skills and fostering a culture that values and nurtures problem solving is key. It’s this emphasis on problem solving that can differentiate an average team from a high-performing one and an ordinary product from an industry-leading one.

At the end of the day, software engineering is fundamentally about solving problems — problems that matter to businesses, to users, and to the wider society. And it’s the proficient problem solvers who stand at the forefront of this dynamic field, turning challenges into opportunities, and ideas into reality.

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How to think like a programmer — lessons in problem solving

How to think like a programmer — lessons in problem solving

By Richard Reis

If you’re interested in programming, you may well have seen this quote before:

“Everyone in this country should learn to program a computer, because it teaches you to think.” — Steve Jobs

You probably also wondered what does it mean, exactly, to think like a programmer? And how do you do it??

Essentially, it’s all about a more effective way for problem solving .

In this post, my goal is to teach you that way.

By the end of it, you’ll know exactly what steps to take to be a better problem-solver.

Why is this important?

Problem solving is the meta-skill.

We all have problems. Big and small. How we deal with them is sometimes, well…pretty random.

Unless you have a system, this is probably how you “solve” problems (which is what I did when I started coding):

  • Try a solution.
  • If that doesn’t work, try another one.
  • If that doesn’t work, repeat step 2 until you luck out.

Look, sometimes you luck out. But that is the worst way to solve problems! And it’s a huge, huge waste of time.

The best way involves a) having a framework and b) practicing it.

“Almost all employers prioritize problem-solving skills first. Problem-solving skills are almost unanimously the most important qualification that employers look for….more than programming languages proficiency, debugging, and system design. Demonstrating computational thinking or the ability to break down large, complex problems is just as valuable (if not more so) than the baseline technical skills required for a job.” — Hacker Rank ( 2018 Developer Skills Report )

Have a framework

To find the right framework, I followed the advice in Tim Ferriss’ book on learning, “ The 4-Hour Chef ”.

It led me to interview two really impressive people: C. Jordan Ball (ranked 1st or 2nd out of 65,000+ users on Coderbyte ), and V. Anton Spraul (author of the book “ Think Like a Programmer: An Introduction to Creative Problem Solving ”).

I asked them the same questions, and guess what? Their answers were pretty similar!

Soon, you too will know them.

Sidenote: this doesn’t mean they did everything the same way. Everyone is different. You’ll be different. But if you start with principles we all agree are good, you’ll get a lot further a lot quicker.

“The biggest mistake I see new programmers make is focusing on learning syntax instead of learning how to solve problems.” — V. Anton Spraul

So, what should you do when you encounter a new problem?

Here are the steps:

1. Understand

Know exactly what is being asked. Most hard problems are hard because you don’t understand them (hence why this is the first step).

How to know when you understand a problem? When you can explain it in plain English.

Do you remember being stuck on a problem, you start explaining it, and you instantly see holes in the logic you didn’t see before?

Most programmers know this feeling.

This is why you should write down your problem, doodle a diagram, or tell someone else about it (or thing… some people use a rubber duck ).

“If you can’t explain something in simple terms, you don’t understand it.” — Richard Feynman

Don’t dive right into solving without a plan (and somehow hope you can muddle your way through). Plan your solution!

Nothing can help you if you can’t write down the exact steps.

In programming, this means don’t start hacking straight away. Give your brain time to analyze the problem and process the information.

To get a good plan, answer this question:

“Given input X, what are the steps necessary to return output Y?”

Sidenote: Programmers have a great tool to help them with this… Comments!

Pay attention. This is the most important step of all.

Do not try to solve one big problem. You will cry.

Instead, break it into sub-problems. These sub-problems are much easier to solve.

Then, solve each sub-problem one by one. Begin with the simplest. Simplest means you know the answer (or are closer to that answer).

After that, simplest means this sub-problem being solved doesn’t depend on others being solved.

Once you solved every sub-problem, connect the dots.

Connecting all your “sub-solutions” will give you the solution to the original problem. Congratulations!

This technique is a cornerstone of problem-solving. Remember it (read this step again, if you must).

“If I could teach every beginning programmer one problem-solving skill, it would be the ‘reduce the problem technique.’ For example, suppose you’re a new programmer and you’re asked to write a program that reads ten numbers and figures out which number is the third highest. For a brand-new programmer, that can be a tough assignment, even though it only requires basic programming syntax. If you’re stuck, you should reduce the problem to something simpler. Instead of the third-highest number, what about finding the highest overall? Still too tough? What about finding the largest of just three numbers? Or the larger of two? Reduce the problem to the point where you know how to solve it and write the solution. Then expand the problem slightly and rewrite the solution to match, and keep going until you are back where you started.” — V. Anton Spraul

By now, you’re probably sitting there thinking “Hey Richard... That’s cool and all, but what if I’m stuck and can’t even solve a sub-problem??”

First off, take a deep breath. Second, that’s fair.

Don’t worry though, friend. This happens to everyone!

The difference is the best programmers/problem-solvers are more curious about bugs/errors than irritated.

In fact, here are three things to try when facing a whammy:

  • Debug: Go step by step through your solution trying to find where you went wrong. Programmers call this debugging (in fact, this is all a debugger does).
“The art of debugging is figuring out what you really told your program to do rather than what you thought you told it to do.”” — Andrew Singer
  • Reassess: Take a step back. Look at the problem from another perspective. Is there anything that can be abstracted to a more general approach?
“Sometimes we get so lost in the details of a problem that we overlook general principles that would solve the problem at a more general level. […] The classic example of this, of course, is the summation of a long list of consecutive integers, 1 + 2 + 3 + … + n, which a very young Gauss quickly recognized was simply n(n+1)/2, thus avoiding the effort of having to do the addition.” — C. Jordan Ball

Sidenote: Another way of reassessing is starting anew. Delete everything and begin again with fresh eyes. I’m serious. You’ll be dumbfounded at how effective this is.

  • Research: Ahh, good ol’ Google. You read that right. No matter what problem you have, someone has probably solved it. Find that person/ solution. In fact, do this even if you solved the problem! (You can learn a lot from other people’s solutions).

Caveat: Don’t look for a solution to the big problem. Only look for solutions to sub-problems. Why? Because unless you struggle (even a little bit), you won’t learn anything. If you don’t learn anything, you wasted your time.

Don’t expect to be great after just one week. If you want to be a good problem-solver, solve a lot of problems!

Practice. Practice. Practice. It’ll only be a matter of time before you recognize that “this problem could easily be solved with .”

How to practice? There are options out the wazoo!

Chess puzzles, math problems, Sudoku, Go, Monopoly, video-games, cryptokitties, bla… bla… bla….

In fact, a common pattern amongst successful people is their habit of practicing “micro problem-solving.” For example, Peter Thiel plays chess, and Elon Musk plays video-games.

“Byron Reeves said ‘If you want to see what business leadership may look like in three to five years, look at what’s happening in online games.’ Fast-forward to today. Elon [Musk], Reid [Hoffman], Mark Zuckerberg and many others say that games have been foundational to their success in building their companies.” — Mary Meeker ( 2017 internet trends report )

Does this mean you should just play video-games? Not at all.

But what are video-games all about? That’s right, problem-solving!

So, what you should do is find an outlet to practice. Something that allows you to solve many micro-problems (ideally, something you enjoy).

For example, I enjoy coding challenges. Every day, I try to solve at least one challenge (usually on Coderbyte ).

Like I said, all problems share similar patterns.

That’s all folks!

Now, you know better what it means to “think like a programmer.”

You also know that problem-solving is an incredible skill to cultivate (the meta-skill).

As if that wasn’t enough, notice how you also know what to do to practice your problem-solving skills!

Phew… Pretty cool right?

Finally, I wish you encounter many problems.

You read that right. At least now you know how to solve them! (also, you’ll learn that with every solution, you improve).

“Just when you think you’ve successfully navigated one obstacle, another emerges. But that’s what keeps life interesting.[…] Life is a process of breaking through these impediments — a series of fortified lines that we must break through. Each time, you’ll learn something. Each time, you’ll develop strength, wisdom, and perspective. Each time, a little more of the competition falls away. Until all that is left is you: the best version of you.” — Ryan Holiday ( The Obstacle is the Way )

Now, go solve some problems!

And best of luck ?

Special thanks to C. Jordan Ball and V. Anton Spraul . All the good advice here came from them.

Thanks for reading! If you enjoyed it, test how many times can you hit in 5 seconds. It’s great cardio for your fingers AND will help other people see the story.

If you read this far, thank the author to show them you care. Say Thanks

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Introduction of Programming Paradigms

Paradigm can also be termed as method to solve some problem or do some task. Programming paradigm is an approach to solve problem using some programming language or also we can say it is a method to solve a problem using tools and techniques that are available to us following some approach. There are lots for programming language that are known but all of them need to follow some strategy when they are implemented and this methodology/strategy is paradigms. Apart from varieties of programming language there are lots of paradigms to fulfill each and every demand. They are discussed below:

problem solving methods in programming language

1. Imperative programming paradigm:  It is one of the oldest programming paradigm. It features close relation to machine architecture. It is based on Von Neumann architecture. It works by changing the program state through assignment statements. It performs step by step task by changing state. The main focus is on how to achieve the goal. The paradigm consist of several statements and after execution of all the result is stored.

Advantages:  

  • Very simple to implement
  • It contains loops, variables etc.

Disadvantage:   

  • Complex problem cannot be solved
  • Less efficient and less productive
  • Parallel programming is not possible

Imperative programming is divided into three broad categories: Procedural, OOP and parallel processing. These paradigms are as follows:

  • Procedural programming paradigm –   This paradigm emphasizes on procedure in terms of under lying machine model. There is no difference in between procedural and imperative approach. It has the ability to reuse the code and it was boon at that time when it was in use because of its reusability.

Then comes OOP,

  • Object oriented programming –   The program is written as a collection of classes and object which are meant for communication. The smallest and basic entity is object and all kind of computation is performed on the objects only. More emphasis is on data rather procedure. It can handle almost all kind of real life problems which are today in scenario.
  • Data security
  • Inheritance
  • Code reusability
  • Flexible and abstraction is also present
  • Parallel processing approach –   Parallel processing is the processing of program instructions by dividing them among multiple processors. A parallel processing system posses many numbers of processor with the objective of running a program in less time by dividing them. This approach seems to be like divide and conquer. Examples are NESL (one of the oldest one) and C/C++ also supports because of some library function.

2. Declarative programming paradigm:   It is divided as Logic, Functional, Database. In computer science the declarative programming is a style of building programs that expresses logic of computation without talking about its control flow. It often considers programs as theories of some logic.It may simplify writing parallel programs. The focus is on what needs to be done rather how it should be done basically emphasize on what code is actually doing. It just declares the result we want rather how it has be produced. This is the only difference between imperative (how to do) and declarative (what to do) programming paradigms. Getting into deeper we would see logic, functional and database.

  • Logic programming paradigms –   It can be termed as abstract model of computation. It would solve logical problems like puzzles, series etc. In logic programming we have a knowledge base which we know before and along with the question and knowledge base which is given to machine, it produces result. In normal programming languages, such concept of knowledge base is not available but while using the concept of artificial intelligence, machine learning we have some models like Perception model which is using the same mechanism.  In logical programming the main emphasize is on knowledge base and the problem. The execution of the program is very much like proof of mathematical statement, e.g., Prolog
  • Functional programming paradigms –   The functional programming paradigms has its roots in mathematics and it is language independent. The key principle of this paradigms is the execution of series of mathematical functions. The central model for the abstraction is the function which are meant for some specific computation and not the data structure. Data are loosely coupled to functions.The function hide their implementation. Function can be replaced with their values without changing the meaning of the program. Some of the languages like perl, javascript mostly uses this paradigm.

The next kind of approach is of Database.

  • Database/Data driven programming approach –   This programming methodology is based on data and its movement. Program statements are defined by data rather than hard-coding a series of steps. A database program is the heart of a business information system and provides file creation, data entry, update, query and reporting functions. There are several programming languages that are developed mostly for database application. For example SQL. It is applied to streams of structured data, for filtering, transforming, aggregating (such as computing statistics), or calling other programs. So it has its own wide application.

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  • 1. Micro-Worlds
  • 2. Light-Bot in Java
  • 3. Jeroos of Santong Island
  • 4. Problem Solving and Algorithms
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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.

StartFinish

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.

IMAGES

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