Implement a 2D sliding block puzzle game where blocks with numbers are combined to add their values. The rules are that on each turn the player must choose a direction up, down, left or right and all tiles move as far as possible in that direction, some more than others.
Two adjacent tiles in that direction only with matching numbers combine into one bearing the sum of those numbers. A move is valid when at least one tile can be moved, if only by combination. A new tile with the value of 2 is spawned at the end of each turn at a randomly chosen empty square, if there is one. To win the player must create a tile with the number The player loses if no valid moves are possible.
The name comes from the popular open-source implementation of this game mechanic, Supports limited colours through vt escape codes. Requires a posix machine for termios. Provides simplistic animations when moving and merging blocks. Depends on Windows msvcrt. Depends on quicklisp. Use arrow keys to make moves and press "Q" to quit. Tested with SBCL. Try online . Can be loaded and run as a module by copying the code to a file and executing "factor Controlled by feeding the program lines with a single character:.
Although Fortran encompasses complex arithmetic so that one could play about with vector arithmetic notably, multiplying by 0,1 rotates by ninety degrees counterclockwisealas, this is not provided for integer type variables, and in any case, the x,y orientation of Cartesian coordinates is not the same as the row,column orientation usual for arrays and character-style output, so to reduce mental strain complex arithmetic is not attempted and screen layout rules.
However, an echo remains in that the directions are listed in the x,y style counter-clockwise: right, up, left, down. Further thought shows that a move in a selected direction also involves a direction at right angles.
To reduce vague generality, suppose the move direction is "right". All squares in a row are to be shoved rightwards, and this is to be repeated for each row: a series perpendicular to the move direction.
Indeed, since rows do not interact in this move each row could be processed in parallel, but an ordinary sequential loop will do. It could run in any order so only two sorts of directions need be handled, but to reduce the mental strain, all four are distinct. Thus, there is a two-level process: the outer loop steps through the collection of rows, and the inner loop deals with the movement in each row. Holding firmly to the one-dimensional aspect of the row's processing, the actual processing can be seen to be simple.
For instance, step along an array comparing each element to its predecessor, as in A I and A I - 1or, avoiding index arithmetic maintain two indices: CI and PI for current and previous index. But in fact, the board is represented as a two dimensional array. Fortran does not offer a special "index" type of variable so that if this was a two-element entity with the value 1,2A this would be equivalent to A 1,2 One must write out the indices, as in A this 1 ,this 2 On the other hand, F90 introduced array arithmetic and related statements, so one can declare CIJ to be a two-element array, and introduce array arithmetic similar to complex number arithmetic to juggle indices.
Further, instead of using simple variables and IF-statements or the like to select amongst the directions, this is done by using array WAY, and its associate YAW to obtain a perpendicular direction. So that the list of values for WAY and YAW can be aligned in the source code with the similar lists for the arrays specifying the loop parameters for each direction, the ordering is WAY 4,2 rather than WAY 2,4 even though this means that the two values for a given direction are not in adjacent storage, unlike the two parts of a complex number.
Code Review Stack Exchange is a question and answer site for peer programmer code reviews. It only takes a minute to sign up. I created a game clone in Java. However, I am only writing the fundamental algorithm for the game such as the movement, the losing condition, and the algorithm to generate a new tile. This algorithm should be generic enough to work not only on 4 x 4 grid, but also on any size of square grid.
Especially, did you test it by passing in the null value? See "Effective Java" by Joshua Bloch, an awesome book. Then, it seems like this method will block your app and run forever if all tiles are already filled:. Sign up to join this community. The best answers are voted up and rise to the top. Home Questions Tags Users Unanswered. Asked 4 years, 8 months ago. Active 3 months ago. Viewed 22k times. Value of zero implies an empty tile. ArrayList; import java.
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It only takes a minute to sign up. Security: domain control validation, strong bit encryption, bit root. The bit is about the RSA key pair: RSA keys are mathematical objects which include a big integer, and a "bit key" is a key such that the big integer is larger than 2 but smaller than 2 The bit is about SSL. In SSL, the server key is used only to transmit a random bit key that one does not have mathematical structure, it is just a bunch of bits ; roughly speaking, the client generates a random bit key, encrypts it with the server's RSA public key the one which is in the server's certificate and is a "bit key"and sends the result to the server.
The server uses its private RSA key to reverse the operation, and thus obtain the bit key chosen by the client. Afterwards, client and server use the bit to do symmetric encryption and integrity checks, and RSA is not used any further for that connection.
See this answer for some more details. This setup is often called "hybrid encryption". SSL can do the key exchange with other algorithms than RSA so I have simplified description a bit in the text above, but that's the gist of the idea. To add a little more detail, the bit RSA key is something called asymmetric cryptography. It is used for validating identity signing and ensuring that only an intended recipient can access the information sent encryption.
It is composed of two pieces, a public key and a private key. The keys are actually related to each other, but because they are related by two very large pseudo-prime numbers prime in relation to each other they are very hard to figure out the private key from the public. That said, because the algorithm is based on something that is simply really hard to figure out but is solvableit is less secure than a symmetric algorithm based on a shared secret, which is not mathematically solvable and does not rely on the complexity of a math problem for security more on that later.
This is why the key is so much larger than the symmetric counterpart which is only bits. Instead, a symmetric key in this case of bits if supported by the browser on the client is generated and transmitted back to the server via RSA encryption and then the rest of the data is exchanged via the shared key and a symmetric algorithm.
This occurs by the client first decoding the response to a challenge which the server encrypts with it's private key, the client can then look at the public key of the server which is signed by a known root key that the CA in this case DigiCert has had included with most browsers. When the decoded response matches the challenge, the client knows that the server responded to the request though there may be a middle man relaying it.
The client then generates the bit symmetric key and encrypts it with the server's public key and sends it to the server. Because the key is encrypted with the server's public key, only the server which knows the private key can decrypt it.Hangxiety for a week
This means any middle man in the previous step can not know the new shared key. The client can now trust that any information sent via the shared key comes only from the intended server. This depends on the the cipher suite that is negotiated. The list of those defined as part of TLS 1. Which cipher suite is negotiated will depend on the client and server configuration, not on the certificate installed on the server.
When the client initiates the connection with a Client Hello message, it sends a list of cipher suites it supports. The server then picks the one it wants and says so in its Server Hello message. This cipher suite then determines how these symmetric keys are eventually shared. At the end of the handshake, whichever of these two steps were used, the client and the server are in possession of a common pre-master secretfrom which they derive a master secret see RFC Section 8.
Besides the key type RSA or DSSthere is nothing in this that makes the size of the encryption key depend on the certificate.Classify edges hackerrank
DSS is a signature-only algorithm, so you wouldn't get an RSA-like key exchange to encrypt the pre-master secret. The size of the key in the certificate only matters to prevent forgery of the key exchange or to be able to decipher recorded traffic back : if someone was able to find the private key from the public key in the certificate, they could act as a MITM to impersonate the real server or they would be able to decipher the enciphered pre-master secret and thus the recorded traffic when using an RSA key exchange DHE cipher suites are precisely designed to prevent getting access to the pre-master secret, even if the attacker gets hold of the private key and the recorded traffic, see this question.
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Change your preferences any time. Stack Overflow for Teams is a private, secure spot for you and your coworkers to find and share information. I need to write an algorithm that receive 2 numbers n and k and print the result of n! This is my code:. That way, azeret stays between 1 and kboth of which can be represented in an int. Learn more. Stuck with java algorithm Ask Question.
Asked 1 year, 5 months ago. Active 1 year, 5 months ago. Viewed 83 times. This is my code: import java. May Sohatchevzzki May Sohatchevzzki 13 1 1 bronze badge. Factorials are getting large very fast, so its kind of undoable with int per se. Please give your question a more descriptive title, so that users with a similar problem can find it. Active Oldest Votes. Almost right! Sign up or log in Sign up using Google. Sign up using Facebook.
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If nothing happens, download GitHub Desktop and try again. If nothing happens, download Xcode and try again. If nothing happens, download the GitHub extension for Visual Studio and try again. This program was created in my freshman year of college with limited knowledge on JAVA. More features will be added.
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Generator random number based on current score Still working on Algorithm. Use buttons on screen to control movement.It drawing
MVC Framework. You signed in with another tab or window. Reload to refresh your session. You signed out in another tab or window.You will learn the essentials behind the Monte-Carlo algorithm and at the end of this article, you will be able to create an agent that without any domain-specific knowledge beats average human scores in It would definitely help you follow this article. However, one can continue to play the game after reaching the goal, creating tiles with larger numbers.
Every move generates a new tile at a random unoccupied position. Merge tiles with the same values.
Every merged tile is added to your score. To score as many points as possible. Before proceeding to the AI solver part, I would recommend you to play the game yourself. You will get more familiar with its rules and possibilites.
One of the possible ways to solve the game of is to exploit the MC algorithm. Its biggest advantage is that it is a general-purpose solver, which means that it can yield output without any game specific input. Monte-Carlo is as a heuristic search algorithm that is based on applying the most promising moves.
In order to do so, we can for every move:. For the more detailed explanation of the magic behind the MC algorithm, please check the following article that was deeply focused on the general purpose solvers.
Our goal is to predict the best move for a given board state. Line 1. To receive the best move ShiftDirectionwe are supplying our getBestMove function with the current board state i.
Lines 2—5. We need to copy our board n times, where n is the number of runs that we are going to perform. Lines 6— For each copied board, we are going to perform a random run. Generating random run is very simple, we just need to execute random actions until we have no available moves left.
Ultimately we are going to persist its initial move and the final score. Line From the collected runs we are going to derive the best move.The OAEP algorithm is a form of Feistel network which uses a pair of random oracles G and H to process the plaintext prior to asymmetric encryption. When implemented with certain trapdoor permutations e.
OAEP can be used to build an all-or-nothing transform. The " all-or-nothing " security is from the fact that to recover mone must recover the entire X and the entire Y ; X is required to recover r from Yand r is required to recover m from X. Since any changed bit of a cryptographic hash completely changes the result, the entire Xand the entire Y must both be completely recovered. From Wikipedia, the free encyclopedia. BellareP. De Santis ed, Springer-Verlag Kilian, ed. OAEP Reconsidered. September 18, Paillier and J.
Retrieved Public-key cryptography. History of cryptography Cryptanalysis Outline of cryptography. Symmetric-key algorithm Block cipher Stream cipher Public-key cryptography Cryptographic hash function Message authentication code Random numbers Steganography.
Categories : Public-key encryption schemes Padding algorithms. Hidden categories: Pages using RFC magic links. Namespaces Article Talk.
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