A flowchart is a diagram that represents a set of instructions. Flowcharts normally use standard symbols to represent the different types of instructions. These symbols are used to construct the flowchart and show the step-by-step solution to the problem.
Clear start and End point - Ovals
Each decision needs both have a true and false option or yes or no choice option. Each decision box must have at least one line coming into it
Process boxes must connect to something after it is performed, they cannot end with no where to go.
Check and test for infinite loops (loops that never end).
The Middle School Flowchart page can be found here (including links to Year 7, 8, and 9 project exemplars).
John lives a couple of kilometres from school. If the weather is fine, he rides his bike to school, if the weather is wet he catches the bus.
(a). A student develops a simple number guessing program, where the program generates a random number and the user must keep guessing until they guess the correct number.
(b). Extend the flowchart above to include feedback to the user about their guess and only allow the user to have 3 guesses total before game over.
A computer system records and tracks the number of people entering into a venue via multiple gates. When 10,000 people are recorded, gates are closed because they have reached full capacity.
Create a flow chart for a hangman game. The word is randomly selected from a list in the program.
Flowcharts can look at the overall program or game you are creating (a 'macro' view), but you should also consider each outcome, component, class/sprite, and function.
Additionally, consider including all class/sprite specific values such as x & y positions of objects (movement, adding, and removing objects), and variable / array values (initialisation of values, changes to values, incrementing and decrementing).
A useful strategy is to work on flowcharts, pseudocode, and variable/sprite dictionaries at the same time as they are all planning tools that are closely tied together.