Data Structures and Algorithms in Java
6th Edition
ISBN: 9781118771334
Author: Michael T. Goodrich
Publisher: WILEY
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Chapter 3, Problem 42P
Program Plan Intro
Random Cipher
Program plan:
- Import the required java packages.
- Create the class StringRandom.
- Declare the required variables.
- Declare the constructor.
- Define the method generteString() to generate the output string for the user entered input string.
- Define the method generate() to generate the output string.
- Define the method ecoding() to encrypt the user entered string.
- Define the method print() to print the output on the console window.
- Define the main() method,
- Create the object for StringRandom class.
- Get the input from the user using the scanner class
- Pass the values for parameters using the object and call the constructor to perform the defined function.
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Implement the Solver class. The point of the solver class is the solve method which takes a board/puzzle configuration represented as a 2D array of bytes and returns a byte array containing a minimal sequence of moves that will lead to the solved board. The 2D array of bytes is “triangular” and represents a valid board configuration. Namely, the 2D array has 5 rows (0 – 4) and the size of every row is 1 more than its index.The array contains one 0, five 1s, four 2s and five 3s. The solve method then returns an array of bytes representing a minimal sequence of moves that solves the puzzle. In other words, if the numbers from the returned array are used in order as inputs to the move method on the Board object representing the initial configuration, the resulting board configuration represents the solved board. If the input to the solve method is a board configuration that is already solved, then solution requires no moves and an array of size 0 must be returned.
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Implement the Solver class. The point of the solver class is the solve method which takes a board/puzzle configuration represented as a 2D array of bytes and returns a byte array containing a minimal sequence of moves that will lead to the solved board. The 2D array of bytes is “triangular” and represents a valid board configuration. Namely, the 2D array has 5 rows (0 – 4) and the size of every row is 1 more than its index.The array contains one 0, five 1s, four 2s and five 3s. The solve method then returns an array of bytes representing a minimal sequence of moves that solves the puzzle. In other words, if the numbers from the returned array are used in order as inputs to the move method on the Board object representing the initial configuration, the resulting board configuration represents the solved board. If the input to the solve method is a board configuration that is already solved, then solution requires no moves and an array of size 0 must be returned.
import…
Chapter 3 Solutions
Data Structures and Algorithms in Java
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