Write The Todo Part Of The Program

Write The Todo Part Of The Program

Write The Todo Part Of The Program

write the //TODO part of the program: / scramble.c Problem Set 3 Implements Scramble with CS50. Usage: scramble [#] where # is an optional grid number. / #include [removed] #include [removed] #include [removed] #include [removed] #include [removed] #include [removed] // duration of a game in seconds #define DURATION 30 // grid's dimensions #define DIMENSION 4 // maximum number of words in any dictionary #define WORDS 172806 // maximum number of letters in any word #define LETTERS 29 // default dictionary // #define DICTIONARY "words" // for logging FILE log; // grid char grid[DIMENSION][DIMENSION]; // flags with which we can mark grid's letters while searching for words bool marks[DIMENSION][DIMENSION]; // defines a word as having an array of letters plus a flag // indicating whether word has been found on grid typedef struct { bool found; char letters[LETTERS + 1]; } word; // defines a dictionary as having a size and an array of words struct { int size; word words[WORDS]; } dictionary; // prototypes void clear(void); bool crawl(string letters, int x, int y); void draw(void); bool find(string s); void initialize(void); bool load(string s); bool lookup(string s); void scramble(void); // This is Scramble. int main(int argc, string argv[]) { // ensure proper usage if (argc > 2) { printf("Usage: %s [#]\n", basename(argv[0])); return 1; } // seed pseudorandom number generator if (argc == 2) { int seed = atoi(argv[1]); if (seed "); string s = GetString(); // quit playing if user hits ctrl-d if (s == NULL) break; // log word fprintf(log, "%s\n", s); // check whether to scramble grid if (strcmp(s, "SCRAMBLE") == 0) scramble(); // or to look for word on grid and in dictionary else { if (find(s) && lookup(s)) score += strlen(s); } } // close log fclose(log); return 0; } / Clears screen. / void clear() { printf("\033[2J"); printf("\033[%d;%dH", 0, 0); } / Crawls grid recursively for letters starting at grid[x][y]. Returns true iff all letters are found. / bool crawl(string letters, int x, int y) { // if out of letters, then we must've found them all! if (strlen(letters) == 0) return true; // don't fall off the grid! if (x = DIMENSION) return false; if (y = DIMENSION) return false; // been here before! if (marks[x][y]) return false; // check grid[x][y] for current letter if (grid[x][y] != letters[0]) return false; // mark location marks[x][y] = true; // look around for next letter for (int i = -1; i Prints the grid in its current state. / void draw(void) { for (int row = 0; row Returns true iff word, s, is found in grid. / bool find(string s) { if (strlen(s) Initializes grid with random letters based on frequency. / void initialize(void) { double frequencies[] = { 0.08167, 0.01492, 0.02782, 0.04253, 0.12702, 0.02228, 0.02015, 0.06094, 0.06966, 0.00153, 0.00747, 0.04025, 0.02406, 0.06749, 0.07507, 0.01929, 0.00095, 0.05987, 0.06327, 0.09056, 0.02758, 0.01037, 0.02365, 0.00150, 0.01974, 0.00074 }; int n = sizeof(frequencies) / sizeof(double); for (int row = 0; row Loads words from dictionary with filename, s, into global array. / bool load(string s) { FILE file = fopen(s, "r"); if (file == NULL) return false; dictionary.size = 0; char buffer[LETTERS + 2]; while (fgets(buffer, LETTERS + 2, file)) { buffer[strlen(buffer) - 1] = '\0'; for (int i = 0, n = strlen(buffer); i Looks up word, s, in dictionary. If found, marks as found and returns true. / bool lookup(string s) { for (int i = 0; i Scrambles the grid by rotating it 90 degrees clockwise. / void scramble(void) { char temp[DIMENSION][DIMENSION]; for (int i = 0; i

Paper For Above instruction

The implementation of the "scramble" program centers around enhancing the functionality of a word search game similar to Boggle, where users find words within a grid of letters. The core tasks involve displaying the grid, examining possible words, dynamically altering the grid through scrambling, and ensuring efficient and accurate lookup of words in the dictionary. The TODO components are integral to these functionalities, particularly focusing on methods for displaying the grid, verifying if a word exists on the grid, and transforming the grid's layout.

Drawing the Grid

The 'draw' function's role is to present the current state of the game grid to the player. This visual representation is crucial for user interaction, providing the player with a clear view of available letters. The implementation involves looping through each row and column of the 'grid' array, printing the characters with appropriate formatting. The method ensures a clean output each time the grid is refreshed, maintaining game clarity.

Finding Words on the Grid

The 'find' function determines if a user-supplied word exists within the current grid configuration. It does so by iterating over all potential starting positions and employing a recursive helper, 'crawl', to explore adjacent cells for sequences that match the word. The 'crawl' function performs depth-first search with backtracking, checking boundaries, whether a cell has already been used, and if the current letter matches the expected character. If a sequence matching the entire word is identified, the search terminates successfully.

Initializing and Scrambling the Grid

The 'initialize' function randomly populates the grid, biased by letter frequency, to emulate realistic letter distributions. Conversely, the 'scramble' function reorganizes the grid by rotating it 90 degrees clockwise, effectively shuffling the letter layout to challenge the player anew. This rotation involves temporary storage of the grid and subsequent coordinate transformations, preserving row-column relationships while changing positions.

Word Lookup and Utility Functions

The 'lookup' function checks if a word exists in the dictionary and whether it has been previously found, preventing duplicate scoring. It marks valid words as found upon successful lookup, ensuring game integrity. The 'load' function reads words from a dictionary file, formats them uniformly, and stores them in memory for efficient access during gameplay.

Handling User Interaction and Timing

The main function maintains gameplay by continuously prompting for user input, handling commands like "SCRAMBLE", updating the score, and terminating after a fixed duration. It employs system calls for screen clearing and timing functions to regulate game duration, while also managing file logging for each played word.

Conclusion

Overall, implementing the TODO sections requires careful attention to algorithm correctness, boundary conditions, data management, and user interface updates. The grid display offers a straightforward loop, word existence relies on depth-first search with backtracking, and rotation involves coordinate transformations for scrambling. These components combine to create an interactive, challenging, and dynamic word search game experience.

References

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