English: Thinking in computing is not programming. This is not even thinking like a computer, because computers do not think and can not think.
Simply put, programming tells the computer what to do and how to do it. Computational thinking allows you to develop exactly what you need to do on a computer.
For example, if you agree to meet with your friends in a place where you have never been before, you can plan your way out of the house before. You can see which routes are available and which route is the "best" - this can be the shortest, fastest, or the route that passes by your favorite store on the road. Then you follow the step-by-step instructions to get there. In this case, the planning part is similar to computational thinking, and following the instructions is similar to programming.
English: 1. The main building blocks of the problem are mockery-based decomposition and
covering:
identifying the information needed to solve the problem;
divide the problem into smaller smaller problems;
identify small details that are necessary for solving problems.
2. It is based on finding the differences and identifying the pattern that includes the following:
izlash samples from among the problems. This requires us to think about whether or not we have
previously, I saw such a problem, and if so, how does the new problem differ;
information from patterns. This requires us to consider how the information
structured, whether there is a useful relationship within the information
we have seen such established data before, and if so, what are the new data
different.
3. Generalization and abstraction of the mold, which is reverse to mold detection. Partridge
includes the use of detected differences in sample detection:
find common cases of our problem Here we are thinking about what we can do and what we can do
how to change the organization of small problems;
give a clear overview of the General Organization of information Here we look at what information
in the general information structure does not change and does not change.
That is, we find common templates for things that do not change with slots for things
it will change.
4. Design of the algorithm, here we think:
sequence of stages from the initial information to the issue being solved;
English: Identify the problem
Let's say, as a programmer, they contacted you, because you need services. To analyze the problem, you will meet the users of the client organization, or you will meet a system analyst who describes the project. In particular, the task of identifying the problem is to determine what you know (the information given by the introduction) and what you want to get (the output is the result). In the end, you enter into a written contract, in which, among other things, specify the type of input, processing and output required. This is not a simple process. Plan a solution
Eniyäk:
Picture 1: flow chart signs and flow chart for letter shipment
There are two common ways to plan a solution to the problem - draw a flowchart and write a pseudo code, or maybe even a scalar one. In essence, the flowchart is a visual representation of a step-by-step solution to the problem. It consists of boxes and other symbols that represent arrows and movements that indicate the direction of the program. This is a map of what your program can do and how it can do it. The American National Institute of Standards (ANSI) has developed a standard set of flow chart symbols. 1-the picture shows the characters and how they can be used. Pseudocode is a non-standard language similar to English, which allows you to describe your solution more accurately than simple English, but with less accuracy than is required when using the official programming language. Pseudocode allows you to focus on the logic of the program, without worrying about the exact syntax of a particular programming language. However, the pseudo-code is not executed on the computer. In this chapter, when we focus on language examples, we will describe them later.
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