Tower Of Hanoi Assignment - Create A Program
Tower of Hanoi For This Assignment We Will Create a Program That W
For this assignment, we will create a program that simulates the Tower of Hanoi game with three pegs. The program will enable a user to move disks between pegs following specific rules to successfully transfer all disks from the first peg to the third peg.
The rules for the Tower of Hanoi are as follows:
- Pegs can only be moved onto larger pegs; no larger disk can be placed on top of a smaller one.
- Only the topmost disk from any peg can be moved at a time.
- The game is won when all disks are moved from the first peg to the third peg.
Any move that violates these rules is considered illegal. The program should prompt the user to input the source and destination pegs for each move, check the legality of the move, and then perform or reject the move accordingly. After each move, the program should display the current state of the pegs. The process repeats until the user successfully moves all disks to the third peg, completing the game.
Paper For Above instruction
Introduction
The Tower of Hanoi is a classic mathematical puzzle involving three pegs and a number of disks of different sizes. The objective is to move all disks from one peg to another, following specific rules that restrict how disks can be moved. Developing a computer program to simulate this game provides an effective way for learners to understand recursion, stack data structures, and algorithmic problem-solving. This paper details the development of a Tower of Hanoi game program, emphasizing the rules, implementation strategy, and user interaction design.
Problem Definition and Rules
The Tower of Hanoi involves three pegs and multiple disks with distinct sizes, initially stacked in order of size on the first peg. The player must transfer all disks from the starting peg to the target peg, abiding by the rules: only one disk may be moved at a time, only the topmost disk of a peg can be moved, and a larger disk cannot be placed on top of a smaller disk. These rules impose constraints that prevent arbitrary moves and necessitate strategic planning or recursive algorithms.
Design and Implementation Strategy
The implementation of the Tower of Hanoi game involves representing the pegs and disks with appropriate data structures, such as stacks. Each peg can be modeled as a stack holding disks, with the top of the stack representing the topmost disk. The program facilitates user interaction by prompting for source and destination pegs, checking move legality, executing valid moves, and updating the display. A loop controls the gameplay, ending once all disks are successfully moved to the third peg.
Input Handling and Move Validation
Upon each turn, the program receives user input indicating which peg to move from and to. It then validates whether the move conforms to the game rules: whether the source peg has disks, and whether the top disk of the source peg is smaller than the disk on the destination peg. If the move is valid, it updates the stacks; otherwise, it informs the user that the move is illegal, prompting for new input.
Display and User Feedback
After every move, the program displays the current state of the three pegs. This visual feedback helps the user plan subsequent moves and track progress. The display can be textual, illustrating each peg and its disks in order, or graphical for enhanced clarity. Proper feedback and clear prompts make the game accessible and engaging.
Game Completion and Ending Conditions
The game concludes when all disks are stacked in order on the third peg, indicating the player has successfully solved the puzzle. The program then congratulates the user and terminates. The implementation ensures that the game cannot prematurely end unless the victory condition is met, maintaining game integrity.
Conclusion
Creating a Tower of Hanoi program helps illustrate important programming concepts like recursion, stacks, and input validation. By adhering to the rules and providing a user-friendly interface, the program offers both educational value and entertainment. Extending this basic implementation could include features such as adjustable disk counts, visual graphics, or automated solving algorithms, enriching the learning experience.
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