adap1final.pdf
adap1final.pdf
TEAM MEMBERS :
AKASH AINAPUR - 1MJ23CS009
AKSHAY H- 1MJ23CS011
BASAVARAJ - 1MJ23CS028
DEBADITYA DAS - 1MJ23CS044
1 Abstract
2 Introduction
3
Literature Survey
4
Proposed System
5
7 Applications
Conclusion
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Abstract
This project presents an interactive web-based visualization of Dijkstra’s Algorithm, designed to compute the shortest path between
two nodes in a weighted graph.
Users can manually select the start and end nodes through a user-friendly interface.
The system then highlights the optimal path and displays the total distance.
It uses HTML, CSS, and JavaScript to render a dynamic and scalable graph.
The project aims to enhance conceptual understanding through visual learning..
In our project, we built an interactive tool where users can choose start and end points on a graph, and the system shows the shortest
path. This makes it easier to understand how the algorithm works. It's simple, visual, and helpful for learning and exploring graph
concepts.
4 Algorithm: Dijkstra's
The core of the system is Dijkstra’s Algorithm, a well-known algorithm for finding the shortest path between two nodes in a weighted graph. The algorithm
works by iteratively selecting the node with the smallest tentative distance, updating its neighbors, and repeating until the shortest path is found. This approach
ensures that the system always provides the optimal path.
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Advantages & Disadvantages
Advantages
Disadvantages
• User-friendly interface: The system provides a clean and intuitive • Dijkstra only: Currently, the system is limited to Dijkstra’s Algorithm. It
graphical interface, making it easy for users of all backgrounds to does not support other algorithms like A*, Bellman-Ford, or
interact with the graph. Even users with no programming knowledge Floyd-Warshall, which may be better suited for different use cases or
can build and explore graphs by simply clicking and dragging elements. more complex scenarios.
• Real-time visual feedback: When the shortest path is calculated, it is • Not for large graphs: The performance may degrade when dealing with
visually highlighted, offering immediate feedback. This helps users very large graphs containing hundreds or thousands of nodes and
clearly understand how changes in the graph affect the resulting path. edges. The current implementation is optimized for small to medium-
• Educates on pathfinding: The tool is ideal for learning and teaching sized graphs intended for demonstration or educational purposes.
graph algorithms, especially Dijkstra’s Algorithm. By interacting with No graph saving: Users cannot currently save or export their graph
•
the graph and seeing the algorithm’s step-by-step effect, users gain a structures for later use. Adding graph saving and loading features
could improve usability.
deeper understanding of how pathfinding works in real-time.
• Interactive zoom/pan: Users can zoom in or out and pan across the
canvas to better view and work with large or complex graphs. This
enhances usability and makes it easier to navigate through densely
populated graph areas.
By simplifying the algorithm through visual feedback and user interaction, the project enhances learning. It serves as an effective
educational tool, encouraging experimentation and making complex concepts more accessible—especially for students and beginners
in computer science.
TEAM MEMBERS :
AKASH AINAPUR - 1MJ23CS009 AKSHAY H -
1MJ23CS011 BASAVARAJ - 1MJ23CS028
DEBADITYA DAS - 1MJ23CS044