Java How To Program (Early Objects)
10th Edition
ISBN: 9780133807943
Author: Deitel, Paul
Publisher: Pearson Education
expand_more
expand_more
format_list_bulleted
Question
Chapter 7, Problem 17.3E
Program Plan Intro
- int[] horizontal, vertical: arrays containing the horizontal and vertical displacement values for each of the knight's moves respectively.
- int[][] board: a 2-dimensional array representing the chessboard.
- int currentRow, currentColumn, moveNumber, minAccessibility, accessibility: int variables representing the current row position of the knight, current column position of the knight, current move number of the knight, minimum accessibility of all possible moves for the knight, and the number of possible moves from a given position, respectively.
The methods used in the program are as follows:
- run(): a public void method that initializes the knight's starting position and iterates through all possible moves until the end of the tour or no more valid moves are available
- getNextMove(int currentRow, int currentColumn): a private static method that determines the next best move for the knight based on accessibility and validity of the move
- isValidMove(int row, int column): a private static method that checks whether a given move is valid based on the chessboard's boundaries
- getAccessibility(int row, int column): a private static method that calculates the number of possible moves from a given position on the chessboard.
Expert Solution & Answer
Want to see the full answer?
Check out a sample textbook solutionStudents have asked these similar questions
17. A chessboard is an 8 x 8 grid. A knight can move up two squares plus one square to the left or right, or up
one plus two squares to the left or right. For a knight in the position shown, determine the number of paths to
the top of the board, moving upward at all times. Describe how you solved the problem. (A:
/2)(C:
14)
The king and the Chees board. A king is so impressed by one of his courtiers thet he offers to give him whatever he desires. The wily courtier replies that all he wants are some grains, as many as could be placed on each square of a chess board. Specially, grains are to be placed on each square of a chess board, as follows. One grain is to be placed in the first square,two in the second square , four in the third square and so on. (We'll assume the squares are big enough to accommodate the increasing numbers of grains they're each expected to hold). Assuming anNxN chess board, WAP that displays the exacy number of grains required to cover an NxN board. Input: integer N , Output:integer P (number of grains)
True or False
1. Matrices are often represented by single small letters a, b, c... etc.2. Two m x n matrices A and B are equal if aij=bij for each i & j. (i.e., the two matrices havesame size, and all the corresponding elements are equal).3. Matrices A & B are said to be conformable in the order AB if, and only if, the number ofrows in A is equal to the number of columns in B.4. Suppose Matrix A is having 4 rows and 3 columns, and Matrix B is having 3 rows and 2columns. The product size of AB is a 4 x 2 matrix.5. Suppose B is the matrix obtained from an n x n matrix A by multiplying the entries in arow/column by a non-zero constant and adding the result to the corresponding entries inanother row/column. Then, det(B) = det(A).
Chapter 7 Solutions
Java How To Program (Early Objects)
Knowledge Booster
Similar questions
- please show all the steps of the soultion , thank youarrow_forwardPlayer A and player B invented a game in which a person who sorts playing cards is a winner. The cards with red color should come before those with black color, and cards with small numbers should come before those with big numbers. The cards with images should be in this order: Jack, Queen and King. The game allows player to start by small number of cards, then increase step by step, e.g, 2,3,4, ....n. Design an efficient algorithm that helps a player A to win the game by sorting n number of cards faster than player B. Note that n number of cards which is very large can be obtained by repeating cards with the same number and same color, e.g, card 3 with color red can be repeated m times while marrow_forwardCan you help me with this code because I am struggling. The Lights Out puzzle consists of an m x n grid of lights, each of which has two states: on and off. The goal of the puzzle is to turn all the lights off, with the caveat that whenever a light is toggled, its neighbors above, below, to the left, and to the right will be toggled as well. If a light along the edge of the board is toggled, then fewer than four other lights will be affected, as the missing neighbors will beignored. In this section, you will investigate the behavior of Lights Out puzzles of various sizes by implementing a LightsOutPuzzle class. Once you have completed the problems in this section, you can test your code in an interactive setting using the provided GUI. See the end of the section for more details. Task: A natural representation for this puzzle is a two-dimensional list of Boolean values, where True corresponds to the on state and False corresponds to the off state. In the LightsOutPuzzle class, write an…arrow_forward
- Can you help me with this code because i am struggling and I don't know what to do with this part: he Eight Puzzle consists of a 3 x 3 board of sliding tiles with a single empty space. For each configuration, the only possible moves are to swap the empty tile with one of its neighboring tiles. The goal state for the puzzle consists of tiles 1-3 in the top row, tiles 4-6 in the middle row, and tiles 7 and 8 in the bottom row, with the empty space in the lower-right corner. In this section, you will develop two solvers for a generalized version of the Eight Puzzle, in which the board can have any number of rows and columns. We have suggested an approach similar to the one used to create a Lights Out solver in Homework 2, and indeed, you may find that this pattern can be abstracted to cover a wide range of puzzles. If you wish to use the provided GUI for testing, described in more detail at the end of the section, then your implementation must adhere to the recommended interface. However,…arrow_forwardCorrect answer will be upvoted else Multiple Downvoted. Computer science. Polycarp has a most loved arrangement a[1… n] comprising of n integers. He worked it out on the whiteboard as follows: he composed the number a1 to the left side (toward the start of the whiteboard); he composed the number a2 to the right side (toward the finish of the whiteboard); then, at that point, as far to the left as could really be expected (yet to the right from a1), he composed the number a3; then, at that point, as far to the right as could be expected (however to the left from a2), he composed the number a4; Polycarp kept on going about too, until he worked out the whole succession on the whiteboard. The start of the outcome appears as though this (obviously, if n≥4). For instance, assuming n=7 and a=[3,1,4,1,5,9,2], Polycarp will compose a grouping on the whiteboard [3,4,5,2,9,1,1]. You saw the grouping composed on the whiteboard and presently you need to reestablish…arrow_forward4. The Area of the Target: To decide on prizes for the archery contest, you decided to use the areas of the center and rings. You decided that rings with smaller areas should be worth more points. But how much more? Complete the following investigation to help you decide. a. Find the sequence of the areas of the rings, including the center. (Be careful.) b. Write a recursive formula and an explicit formula for this sequence. C. Write the explicit formula in summation notation. Find the total area of the bull's eye if it had 9 rings around the bull's eye.arrow_forward
- Answer the following problem ik the picturearrow_forwardOn a chess board of r rows and c columns there is a lone white rook surrounded by a group of opponent's black knights. Each knight attacks 8 squares as in a typical chess game, which are shown in the figure - the knight on the red square attacks the 8 squares with a red dot. The rook can move horizontally and vertically by any number of squares. The rook can safely pass through an empty square that is attacked by a knight, but it must move to a square that is not attacked by any knight. The rook cannot jump over a knight while moving. If the rook moves to a square that contains a knight, it may capture it and remove it from the board. The black knights. never move. Can the rook eventually safely move to the designated target square? The figure illustrates how the white rook can move to the blue target square at the top-right corner in the first sample case. The rook captures one black knight at the bottom-right of the board on its way. Rok nd kight lcoes by Chunen Input The first line…arrow_forwardx4 + 2x3 – 7x2 + 3 = 0 a) One of the root of the equation lies in the range (1.0, 2.0). Find this root in 100 iterations using the bisection method. b) Draw the graph of the function between points (0, 2). Your code should include the following steps: • Write the steps of the bisection function (if, else...) and explain each step. (Explain each step in English or Turkish.) • Your code should calculate the root. • Graphic; Variables of x and y axes should be written, x and y axis names should be written, Series should be written to calculate x axis. Use the linspace() for the x series of the graph and section the range 0-2 into 100 pięces.arrow_forward
- **MATLAB** Write a MATLAB program to generate and plot a Bezier curve. Construct the pro- ´ gram so that it accepts sets of control points as N × 2 matrices. The first and second columns of the matrix should correspond to the x- and y-coordinates of the control points. The program should be able to handle the cases N = 3, 4, and 5.arrow_forwardDraw a Crow's feet ERD using the following information.arrow_forwardProblem B. Musical Key ConversionThe chromatic scale is a 12-note scale in music in which all notes are evenly spaced: that is, the ratio of the frequency between any two consecutive notes is constant. The notes are typically labeled in the following sequence: A, A#, B, C, C#, D, D#, E, F, F#, G, G# After G#, the labels loop back and start over with A (one octave higher). To convert between musical keys, you can shift all notes in a piece of music a constant number of steps along the scale above. For example, the sequence of notes E, E, F, G, G, F, E, D, C, C, D, E, E, D, D can be converted to another musical key by shifting everything up three steps: E, E, F, G, G, F, E, D, C, C, D, E, E, D, D G, G, G#, A#, A#, G#, G, F, D#, D#, F, G, G, F, F Notice that G was converted to A#, since going three steps up required us to loop off of the top of the scale back to the bottom: G -> G# -> A -> A#. Technically we should note that this would be A# of the next octave up, but we’ll…arrow_forward
arrow_back_ios
SEE MORE QUESTIONS
arrow_forward_ios
Recommended textbooks for you
- Database System ConceptsComputer ScienceISBN:9780078022159Author:Abraham Silberschatz Professor, Henry F. Korth, S. SudarshanPublisher:McGraw-Hill EducationStarting Out with Python (4th Edition)Computer ScienceISBN:9780134444321Author:Tony GaddisPublisher:PEARSONDigital Fundamentals (11th Edition)Computer ScienceISBN:9780132737968Author:Thomas L. FloydPublisher:PEARSON
- C How to Program (8th Edition)Computer ScienceISBN:9780133976892Author:Paul J. Deitel, Harvey DeitelPublisher:PEARSONDatabase Systems: Design, Implementation, & Manag...Computer ScienceISBN:9781337627900Author:Carlos Coronel, Steven MorrisPublisher:Cengage LearningProgrammable Logic ControllersComputer ScienceISBN:9780073373843Author:Frank D. PetruzellaPublisher:McGraw-Hill Education
Database System Concepts
Computer Science
ISBN:9780078022159
Author:Abraham Silberschatz Professor, Henry F. Korth, S. Sudarshan
Publisher:McGraw-Hill Education
Starting Out with Python (4th Edition)
Computer Science
ISBN:9780134444321
Author:Tony Gaddis
Publisher:PEARSON
Digital Fundamentals (11th Edition)
Computer Science
ISBN:9780132737968
Author:Thomas L. Floyd
Publisher:PEARSON
C How to Program (8th Edition)
Computer Science
ISBN:9780133976892
Author:Paul J. Deitel, Harvey Deitel
Publisher:PEARSON
Database Systems: Design, Implementation, & Manag...
Computer Science
ISBN:9781337627900
Author:Carlos Coronel, Steven Morris
Publisher:Cengage Learning
Programmable Logic Controllers
Computer Science
ISBN:9780073373843
Author:Frank D. Petruzella
Publisher:McGraw-Hill Education