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- In programming, we use the mask concept to indicate information that can be shown to the user and information that must be “masked”, that is, hidden. In an implementation of a hangman game, we use a mask to indicate which secret word positions the player has already guessed right (whose the contents must therefore be shown to the player), and which positions must remain hidden. Each time that the player hits a letter of the hidden word, the mask is updated so that it has little dashes in the places of letters that the player has not hit yet and show it, in their proper place, the letters that he already hit it. For example, if the word is "cards", the current mask is: - a - - s and the player guesses the letter "d", the mask should be updated to: - a - ds.Write a function called update_mask that takes as input a string containing the word secret (in the example above, this word would be “cards”), a list whose elements are the characters of the current mask (in the example above…A high school has 1000 students and 1000 lockers, one locker for each student. On the first day of school, theprincipal plays the following game: She asks the first student to open all the lockers. She then asks the secondstudent to close all the even-numbered lockers. The third student is asked to check every third locker. If it isopen, the student closes it; if it is closed, the student opens it. The fourth student is asked to check every fourthlocker. If it is open, the student closes it; if it is closed, the student opens it. The remaining students continuethis game. In general, the nth student checks every nth locker. If it is open, the student closes it; if it is closed,the student opens it. After all the students have taken turns, some of the lockers are open and some are closed.The program below, when ran, will prompt the user to enter the number of lockers in the school. After thegame is over, the program will output the number of lockers and the lockers numbers of the lockers…You will be given a square chess board with one queen and a number of obstacles placed on it. Determine how many squares the queen can attack. A queen is standing on an chessboard. The chess board's rows are numbered from to , going from bottom to top. Its columns are numbered from to , going from left to right. Each square is referenced by a tuple, , describing the row, , and column, , where the square is located. The queen is standing at position . In a single move, she can attack any square in any of the eight directions (left, right, up, down, and the four diagonals). In the diagram below, the green circles denote all the cells the queen can attack from : There are obstacles on the chessboard, each preventing the queen from attacking any square beyond it on that path. For example, an obstacle at location in the diagram above prevents the queen from attacking cells , , and : Given the queen's position and the locations of all the obstacles, find and print the number of…
- Computer Science Please finish the template that i provide. #includeclass Nurikabe{public:/*n is the size of the Nurikabe, n >= 5, n <= 20game is the result from some playerhere is one examplen: 5game = { {'W', 'W', 'W', '1', 'W'},{'W', '.', 'W', 'W', 'W'},{'W', '2', 'W', '.', '3'},{'3', 'W', 'W', '.', 'W'},{'.', '.', 'W', 'W', 'W'} };W represent wall*/Nurikabe(char game[20][20], int n){}/*return 1 if result fit the rule.return 0 if result not fit the rule.*/int isCorrect(){}private://請設計你自己的資料結構來儲存遊戲的結果//Please design your own data structure to keet the result};int main() {int n, j, l, k;char game[20][20] = { {'W', 'W', 'W', '1', 'W'},{'W', '.', 'W', 'W', 'W'},{'W', '2', 'W', '.', '3'},{'3', 'W', 'W', '.', 'W'},{'.', '.', 'W', 'W', 'W'} };std::cin>>n;for(j = 0;j < n;j ++)for(k = 0;k < n;k ++)std::cin>>game[j][k];Nurikabe *a = new Nurikabe(game, n);std::cout<iscorrect();return 0;}In the famous dining philosophers problem, a bunch of philosophers aresitting around a circular table with one chopstick between each of them. A philosopher needsboth chopsticks to eat, and always picks up the left chopstick before the right one. A deadlockcould potentially occur if all the philosophers reached for the left chopstick at the same time. Usingthreads and locks, implement a simulation of the dining philosophers problem that prevents deadlocks.Please help me Josephus Problem is a theoretical problem related to a certain counting-out game. On thiscase, people are standing in a circle waiting to be executed. After a specified number ofpeople are skipped, the next person is executed. The procedure is repeated with theremaining people, starting with the next person, going in the same direction and skippingthe same number of people, until one person remains, and is freed.Arrange the numbers 1 , 2, 3 , ... consecutively (say, clockwise) in a circle. Now removenumber 2 and proceed clockwise by removing every other number, among those thatremain, until one number is left. (a) Let denote the final number which remains. Find formula for .(b) If there are 70 people, what is the safe number (the number that remains)?
- Mastermind is a code-breaking game for two players. In the original real-world game, one player A selects 4 pegs out of 6 colors and puts them in a certain fixed order; multiples of colors are possible (for example, red-green red-green). His opponent B does not know the colors or order but has to find out the secret code. To do so, B makes a series of guesses, each evaluated by the first player. A guess consists of an ordered set of colors which B believes is the code. The first player A evaluates the guess and feeds back to B how many positions and colors are correct. A position is correct ("black") if the guess and the secret code have the same color. Additional colors are correct ("white"), if they are in the guess and the code, but not at the same location. For example1 2 3 4secret: red-green red greenguess: red blue green purpleresults in one correct position ("black = 1") for the red peg at position one and one additional correct color ("white=1") for the green peg in the guess.…Mastermind is a code-breaking game for two players. In the original real-world game, one player A selects 4 pegs out of 6 colors and puts them in a certain fixed order; multiples of colors are possible (for example, red-green red-green). His opponent B does not know the colors or order but has to find out the secret code. To do so, B makes a series of guesses, each evaluated by the first player. A guess consists of an ordered set of colors which B believes is the code. The first player A evaluates the guess and feeds back to B how many positions and colors are correct. A position is correct ("black") if the guess and the secret code have the same color. Additional colors are correct ("white"), if they are in the guess and the code, but not at the same location. For example1 2 3 4secret: red-green red greenguess: red blue green purpleresults in one correct position ("black = 1") for the red peg at position one and one additional correct color ("white=1") for the green peg in the guess.…A hallway has 100 locked lockers. A guy begins by opening each of the 100 lockers.He then shuts every other locker. Then, on his third pass, he toggles every third locker (closes if open, opens if closed). This method is repeated for 100 passes, such that the man toggles every ith locker on each pass i. How many lockers are open after his 100th journey along the corridor, in which he toggles just locker #100?
- A tile of a monkey puzzle has four monkey halves that can be labelled as north(N), east (E), south (S), and west (W) half. In addition to the shape of the borderrectangle, these halves determine which edges can be placed next one other. There isalso another way to define how the tiles can be placed: Each tile corner (i.e. compassdirections NE, SE, SW, and NW) has a monkey quarter. If we abstract this quarter, forexample, with a letter, only the tiles with the same letter in their touching corners canbe adjacent. illustrates one valid solution for this quarter monkey puzzle.Are the two monkey puzzle representations equivalent in the sense that if we have apile of ‘half monkey’ tiles H, it is possible to define a pile of ‘quarter monkey’ tilesQ that gives exactly the same set of solutions for the puzzle (and vice versa)?the program announces the first set of dancepartners and who the next people are in line. If there is not a complete couple,the next person in line is announced. If no one is left in line, this fact isdisplayed.First, let’s look at the data we use for the simulation:F Jennifer IngramM Frank OpitzM Terrill BeckermanM Mike DahlyF Beata LovelaceM Raymond WilliamsF Shirley YawM Don GundolfF Bernica TackettM David DurrM Mike McMillanF Nikki FeldmanWe use a structure to represent each dancer. Two simple String class methods(Chars and Substring) are used to build a dancer. Write program in c#.A robot starts on a point marked “A” on a rectangular grid of points. The starting point is always the top left point on the grid. The robot can move left, right, up or down, moving from one point to the next. By moving in steps going left, right, up or down, the robot would like to reach a point marked “B”, which is always the bottom right point in the grid. Sometimes, points are marked as “x”, and the robot is not allowed to visit them at all. A robot is never allowed to visit a point more than once. In how many ways can the robot move from A to B and visit all points along the way? For example, in the following grid, represented in text as A . . . . B there is only one path from A to B: In the following grid, represented in text as A . . x x B there is still only one path (we're lucky because of the two x's): However, in the grid A . . . x B there are no ways for the robot to move from A to B and visit all points that are not marked with “x”. Write a single…