Computer Science: An Overview (13th Edition) (What's New in Computer Science)
13th Edition
ISBN: 9780134875460
Author: Glenn Brookshear, Dennis Brylow
Publisher: PEARSON
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Chapter 5.6, Problem 2QE
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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. (e.g. Row 0 has length 1). 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. Furthermore, the solution must be minimal in the sense that there are no solutions that use fewer moves (although there could be other solutions that…
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Chapter 5 Solutions
Computer Science: An Overview (13th Edition) (What's New in Computer Science)
Ch. 5.1 - Prob. 1QECh. 5.1 - Prob. 2QECh. 5.1 - Prob. 3QECh. 5.1 - Suppose the insertion sort as presented in Figure...Ch. 5.2 - A primitive in one context might turn out to be a...Ch. 5.2 - Prob. 2QECh. 5.2 - The Euclidean algorithm finds the greatest common...Ch. 5.2 - Describe a collection of primitives that are used...Ch. 5.3 - Prob. 2QECh. 5.3 - Prob. 3QE
Ch. 5.3 - Prob. 4QECh. 5.4 - Modify the sequential search function in Figure...Ch. 5.4 - Prob. 2QECh. 5.4 - Some of the popular programming languages today...Ch. 5.4 - Suppose the insertion sort as presented in Figure...Ch. 5.4 - Prob. 5QECh. 5.4 - Prob. 6QECh. 5.4 - Prob. 7QECh. 5.5 - What names are interrogated by the binary search...Ch. 5.5 - Prob. 2QECh. 5.5 - What sequence of numbers would be printed by the...Ch. 5.5 - What is the termination condition in the recursive...Ch. 5.6 - Prob. 1QECh. 5.6 - Give an example of an algorithm in each of the...Ch. 5.6 - List the classes (n2), (log2n), (n), and (n3) in...Ch. 5.6 - Prob. 4QECh. 5.6 - Prob. 5QECh. 5.6 - Prob. 6QECh. 5.6 - Prob. 7QECh. 5.6 - Suppose that both a program and the hardware that...Ch. 5 - Prob. 1CRPCh. 5 - Prob. 2CRPCh. 5 - Prob. 3CRPCh. 5 - Select a subject with which you are familiar and...Ch. 5 - Does the following program represent an algorithm...Ch. 5 - Prob. 6CRPCh. 5 - Prob. 7CRPCh. 5 - Prob. 8CRPCh. 5 - What must be done to translate a posttest loop...Ch. 5 - Design an algorithm that when given an arrangement...Ch. 5 - Prob. 11CRPCh. 5 - Design an algorithm for determining the day of the...Ch. 5 - What is the difference between a formal...Ch. 5 - Prob. 14CRPCh. 5 - Prob. 15CRPCh. 5 - The following is a multiplication problem in...Ch. 5 - Prob. 17CRPCh. 5 - Four prospectors with only one lantern must walk...Ch. 5 - Starting with a large wine glass and a small wine...Ch. 5 - Two bees, named Romeo and Juliet, live in...Ch. 5 - What letters are interrogated by the binary search...Ch. 5 - The following algorithm is designed to print the...Ch. 5 - What sequence of numbers is printed by the...Ch. 5 - Prob. 24CRPCh. 5 - What letters are interrogated by the binary search...Ch. 5 - Prob. 26CRPCh. 5 - Identity the termination condition in each of the...Ch. 5 - Identity the body of the following loop structure...Ch. 5 - Prob. 29CRPCh. 5 - Design a recursive version of the Euclidean...Ch. 5 - Prob. 31CRPCh. 5 - Identify the important constituents of the control...Ch. 5 - Identify the termination condition in the...Ch. 5 - Call the function MysteryPrint (defined below)...Ch. 5 - Prob. 35CRPCh. 5 - Prob. 36CRPCh. 5 - Prob. 37CRPCh. 5 - The factorial of 0 is defined to be 1. The...Ch. 5 - a. Suppose you must sort a list of five names, and...Ch. 5 - The puzzle called the Towers of Hanoi consists of...Ch. 5 - Prob. 41CRPCh. 5 - Develop two algorithms, one based on a loop...Ch. 5 - Design an algorithm to find the square root of a...Ch. 5 - Prob. 44CRPCh. 5 - Prob. 45CRPCh. 5 - Design an algorithm that, given a list of five or...Ch. 5 - Prob. 47CRPCh. 5 - Prob. 48CRPCh. 5 - Prob. 49CRPCh. 5 - Prob. 50CRPCh. 5 - Prob. 51CRPCh. 5 - Does the loop in the following routine terminate?...Ch. 5 - Prob. 53CRPCh. 5 - Prob. 54CRPCh. 5 - The following program segment is designed to find...Ch. 5 - a. Identity the preconditions for the sequential...Ch. 5 - Prob. 57CRPCh. 5 - Prob. 1SICh. 5 - Prob. 2SICh. 5 - Prob. 3SICh. 5 - Prob. 4SICh. 5 - Prob. 5SICh. 5 - Is it ethical to design an algorithm for...Ch. 5 - Prob. 7SICh. 5 - Prob. 8SI
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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. impliment the solver…arrow_forwardImplement 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 java.util.Arrays;…arrow_forwardImplement 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. package p1; import…arrow_forward
- 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…arrow_forwardImplement 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…arrow_forwardImplement 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…arrow_forward
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- Write a recursive function that finds the minimum value in an ArrayList. Your function signature should be public static int findMinimum(ArrayList<Integer>) One way to think of finding a minimum recursively is to think “the minimum number is either the last element in the ArrayList, or the minimum value in the rest of the ArrayList”. For example, if you have the ArrayList [1, 3, 2, 567, 23, 45, 9], the minimum value in this ArrayList is either 9 or the minimum value in [1, 3, 2, 567, 23, 45] ================================================ import java.util.*; public class RecursiveMin{public static void main(String[] args){Scanner input = new Scanner(System.in);ArrayList<Integer> numbers = new ArrayList<Integer>();while (true){System.out.println("Please enter numbers. Enter -1 to quit: ");int number = input.nextInt();if (number == -1){break;}else {numbers.add(number);}} int minimum = findMinimum(numbers);System.out.println("Minimum: " + minimum);}public static int…arrow_forwardGiven L = {w = {a, b}*: |w| is even}, the correct statements are: (aa U ab Uba U bb)* is a regular expression that generates L. (ab Uba)* is a regular expression that generates L. aa U ab U ba U bb is a regular expression that generates L. ab U ba is a regular expression that generates L.arrow_forwardDo you reach many, do you reach one? def knight_jump(knight, start, end): An ordinary chess knight on a two-dimensional board of squares can make an “L-move” into up to eight possible neighbours. However, we can generalize the entire chessboard into k dimensions from just the puny two. A natural extension of the knight's move to keep moves symmetric with respect to these dimensions is to define the possible moves as some k-tuple of strictly decreasing nonnegative integer offsets. Each one of these k offsets must be used for exactly one dimension of your choice during the move, either as a positive or a negative version.For example, the three-dimensional (4,3,1)-knight makes its way by first moving four steps along any one of the three dimensions, then three steps along any other dimension, and then one step along the remaining dimension, whichever dimensions that was. These steps are considered to be performed together as a single jump that does not visit or is blocked by any of the…arrow_forward
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