Description
Mine Sudoku is stored in form of 2D array 9x9
of 32 bit unsigned integers where each bit has its own purpose. low 10 bits are reserved for placed numbers (9 bits are used) next 10 bits are reserved for possible numbers (which can be placed there... which have not been ruled out yet) and finally one bit telling its a fixed cell and one telling if an error is present (conflict with another cell(s)).
As you can imagine my code boils down to bunch of binary operations ... which brings some problems on its own but solves others ...
Solver
As mentioned in the comments I am using rules and deterministic approach for this (no backtracking). The algo is like this:
- compute checksum of sudoku
- apply rules
- compute checksum of sudoku
- while the checksum is different than the last one loop to #2
- check for errors
Terminology and conventions
the board is addressed by:
x = <0,9)
y = <0,9)
Now the rules:
singleton must be unique along row/col/sqr
so if we got cell with only single placed value then there is no chance another such value will appear in the same row/col/sqr so clear it like in this example:
if we got cell with only one possible number left place it
that is simple if we cleared enough possible numbers from other rules sometimes we will be left with only one choice. Once detected place it and the cell is done ...
the same possible number only in single row/col for single square
if found clear the row/col for other squares as they can not have another placement of such number.
same pair found in single row/col/sqr
if detected clear the rest. Beware the pair must be exactly the same (no other possible numbers may be present in the cell)
this rule can be expanded to 3 triplets etc but never saw any opportunity to do so as the basic rules solve them before and their probability is low ...
Here small C++/VCL code for this (rule #4 is not implemented yet):
//---------------------------------------------------------------------------
#ifndef _sudoku_h
#define _sudoku_h
//---------------------------------------------------------------------------
// set numbers
const DWORD _sudoku_1 =(1<< 0); // set numbers (used)
const DWORD _sudoku_a1 =(1<<10); // possible numbers (unused)
const DWORD _sudoku_fix =(1<<20); // read only?
const DWORD _sudoku_err =(1<<21); // error?
const DWORD _sudoku_2=(_sudoku_1<<1);
const DWORD _sudoku_3=(_sudoku_1<<2);
const DWORD _sudoku_4=(_sudoku_1<<3);
const DWORD _sudoku_5=(_sudoku_1<<4);
const DWORD _sudoku_6=(_sudoku_1<<5);
const DWORD _sudoku_7=(_sudoku_1<<6);
const DWORD _sudoku_8=(_sudoku_1<<7);
const DWORD _sudoku_9=(_sudoku_1<<8);
const DWORD _sudoku_n=_sudoku_1|_sudoku_2|_sudoku_3|_sudoku_4|_sudoku_5|_sudoku_6|_sudoku_7|_sudoku_8|_sudoku_9;
const DWORD _sudoku_a2=(_sudoku_a1<<1);
const DWORD _sudoku_a3=(_sudoku_a1<<2);
const DWORD _sudoku_a4=(_sudoku_a1<<3);
const DWORD _sudoku_a5=(_sudoku_a1<<4);
const DWORD _sudoku_a6=(_sudoku_a1<<5);
const DWORD _sudoku_a7=(_sudoku_a1<<6);
const DWORD _sudoku_a8=(_sudoku_a1<<7);
const DWORD _sudoku_a9=(_sudoku_a1<<8);
const DWORD _sudoku_an=_sudoku_a1|_sudoku_a2|_sudoku_a3|_sudoku_a4|_sudoku_a5|_sudoku_a6|_sudoku_a7|_sudoku_a8|_sudoku_a9;
//---------------------------------------------------------------------------
class sudoku
{
public:
DWORD map[9][9];
Graphics::TBitmap *bmp;
bool _redraw,_render_an;
int x0,y0; // grid start
int x1,y1; // grid end
int sz; // grid size
int yb; // y of buttons panel
int selx,sely,selb; // mouse selection
TShiftState sh0;
int _debug_N;
sudoku();
sudoku(sudoku& a) { *this=a; }
~sudoku();
sudoku* operator = (const sudoku *a) { *this=*a; return this; }
// sudoku* operator = (const sudoku &a) { ...copy... return this; }
// GUI/interface
void init(int *S); // init with linear mapped 1D array 0 is empty space, 1..9 is fixed cell
void draw();
void resize(int xs,int ys);
void mouse(int mx,int my,TShiftState sh);
void key(WORD key,TShiftState sh);
void load(AnsiString filename);
void save(AnsiString filename);
void set(int x,int y,DWORD m); // set map[x][y]|=m
void rst(int x,int y,DWORD m); // clear map[x][y]-=m
void xor(int x,int y,DWORD m); // xor map[x][y]^=m
// solver
void s_init(); // reset/init state from fixed cells only
void s_check(); // check for errors
void solve(); // solve the puzzle from scratch
};
//---------------------------------------------------------------------------
sudoku::sudoku()
{
int i,j;
_render_an=false;
_redraw=false;
selx=-1;
sely=-1;
selb=-1;
bmp=new Graphics::TBitmap;
for (i=0;i<9;i++)
for (j=0;j<9;j++)
map[i][j]=0;
}
//---------------------------------------------------------------------------
sudoku::~sudoku()
{
if (bmp) delete bmp; bmp=NULL;
}
//---------------------------------------------------------------------------
void sudoku::init(int *S)
{
int x,y,a;
for (a=0,y=0;y<9;y++)
for (x=0;x<9;x++,a++)
if (S[a]) map[x][y]=(_sudoku_1<<(S[a]-1))|_sudoku_fix;
else map[x][y]=0;
s_init();
_debug_N=0;
}
//---------------------------------------------------------------------------
void sudoku::draw()
{
if (bmp==NULL) return;
AnsiString s;
int i,j,k,x,y;
DWORD a;
// clear
bmp->Canvas->Brush->Color=clLtGray;
bmp->Canvas->Brush->Style=bsSolid;
bmp->Canvas->FillRect(Rect(0,0,bmp->Width,bmp->Height));
bmp->Canvas->Brush->Color=clWhite;
bmp->Canvas->FillRect(Rect(x0,y0,x1,y1));
// selection
if ((selx>=0)&&(selx<9))
if ((sely>=0)&&(sely<9))
{
x=x0+(selx*sz);
y=y0+(sely*sz);
bmp->Canvas->Brush->Color=clSilver;
bmp->Canvas->FillRect(Rect(x,y,x+sz,y+sz));
}
// buttons
bmp->Canvas->Pen ->Width=2;
bmp->Canvas->Brush->Color=clWhite;
bmp->Canvas->FillRect(Rect(x0,yb,x1,yb+sz));
if ((selb>=0)&&(selb<9))
{
x=x0+(selb*sz);
bmp->Canvas->Brush->Color=clDkGray;
bmp->Canvas->FillRect(Rect(x,yb,x+sz,yb+sz));
}
for (j=0,i=0;i<=9;i++,j+=sz)
{
bmp->Canvas->MoveTo(x0+j,yb);
bmp->Canvas->LineTo(x0+j,yb+sz);
}
bmp->Canvas->MoveTo(x0,yb);
bmp->Canvas->LineTo(x1,yb);
bmp->Canvas->MoveTo(x0,yb+sz);
bmp->Canvas->LineTo(x1,yb+sz);
// major grid
bmp->Canvas->Pen ->Color=clBlack;
for (j=0,i=0;i<=3;i++,j+=3*sz)
{
bmp->Canvas->MoveTo(x0,y0+j);
bmp->Canvas->LineTo(x1,y0+j);
bmp->Canvas->MoveTo(x0+j,y0);
bmp->Canvas->LineTo(x0+j,y1);
}
// minor grid
bmp->Canvas->Pen ->Width=1;
for (j=0,i=0;i<9;i++,j+=sz)
{
bmp->Canvas->MoveTo(x0,y0+j);
bmp->Canvas->LineTo(x1,y0+j);
bmp->Canvas->MoveTo(x0+j,y0);
bmp->Canvas->LineTo(x0+j,y1);
}
// big numbers
bmp->Canvas->Brush->Style=bsClear;
bmp->Canvas->Font->Height=sz-4;
for (i=0;i<9;i++)
for (j=0;j<9;j++)
{
a=map[i][j]; if (_render_an) a>>=10; a&=_sudoku_n; if (!a) continue;
if (DWORD(map[i][j]&_sudoku_err)!=0) bmp->Canvas->Font->Color=clRed;
else if (DWORD(map[i][j]&_sudoku_fix)!=0) bmp->Canvas->Font->Color=clBlack;
else bmp->Canvas->Font->Color=clBlue;
for (k=0;k<9;k++)
if (a==(_sudoku_1<<k))
{
s=k+1;
x=x0+(i*sz)+((sz-bmp->Canvas->TextWidth (s))>>1);
y=y0+(j*sz)+((sz-bmp->Canvas->TextHeight(s))>>1);
bmp->Canvas->TextOutA(x,y,s);
break;
}
}
// small numbers
bmp->Canvas->Brush->Style=bsClear;
i=(sz-4)/3;
const int dx[9]={-i,0,+i,-i,0,+i,-i,0,+i};
const int dy[9]={+i,+i,+i,0,0,0,-i,-i,-i};
bmp->Canvas->Font->Height=i;
for (i=0;i<9;i++)
for (j=0;j<9;j++)
{
a=map[i][j]; if (_render_an) a>>=10; a&=_sudoku_n; if (!a) continue;
for (k=0;k<9;k++) if (a==(_sudoku_1<<k)) { k=-1; break; } if (k<0) continue;
if (DWORD(map[i][j]&_sudoku_fix)!=0) bmp->Canvas->Font->Color=clBlack;
else if (DWORD(map[i][j]&_sudoku_err)!=0) bmp->Canvas->Font->Color=clRed;
else bmp->Canvas->Font->Color=clBlue;
for (k=0;k<9;k++)
if (DWORD(a&(_sudoku_1<<k))!=0)
{
s=k+1;
x=x0+(i*sz)+((sz-bmp->Canvas->TextWidth (s))>>1)+dx[k];
y=y0+(j*sz)+((sz-bmp->Canvas->TextHeight(s))>>1)+dy[k];
bmp->Canvas->TextOutA(x,y,s);
}
}
// info
x=5; y=5; i=20; y-=i;
bmp->Canvas->Font->Color=clBlack;
bmp->Canvas->TextOutA(x,y+=i,AnsiString().sprintf("N:%i",_debug_N));
bmp->Canvas->TextOutA(x,y+=i,AnsiString().sprintf("%ix%i",selx,sely));
if (_render_an) bmp->Canvas->TextOutA(x,y+=i,"an");
// button numbers
bmp->Canvas->Font->Height=sz-4;
a=0;
if ((selx>=0)&&(selx<9))
if ((sely>=0)&&(sely<9))
a=map[selx][sely]&_sudoku_n;
for (i=0;i<9;i++)
{
s=i+1;
x=x0+(i*sz)+((sz-bmp->Canvas->TextWidth (s))>>1);
y=yb +((sz-bmp->Canvas->TextHeight(s))>>1);
if (DWORD(a&(_sudoku_1<<i))!=0) bmp->Canvas->Font->Color=clBlack;
else bmp->Canvas->Font->Color=clLtGray;
bmp->Canvas->TextOutA(x,y,s);
}
bmp->Canvas->Brush->Style=bsSolid;
}
//---------------------------------------------------------------------------
void sudoku::resize(int xs,int ys)
{
bmp->SetSize(xs,ys);
_redraw=true;
int w=8;
x0=(xs-w-w )/ 9;
y0=(ys-w-w-w)/10;
sz=x0; if (sz>y0) sz=y0;
x0=(xs-( 9*sz))/2;
y0=(ys-(10*sz)-w)/2;
x1=x0+(9*sz);
y1=y0+(9*sz);
yb=y1+w;
}
//---------------------------------------------------------------------------
void sudoku::mouse(int mx,int my,TShiftState sh)
{
int q0=sh0.Contains(ssLeft);
int q1=sh .Contains(ssLeft);
if ((mx< x0)||(mx>=x1)) return;
if ((my>=y0)&&(my< y1))
if ((!q0)&&(q1))
{
selx=(mx-x0)/sz;
sely=(my-y0)/sz;
_redraw=true;
}
if ((my>=yb)&&(my< yb+sz))
{
selb=(mx-x0)/sz;
_redraw=true;
if ((!q0)&&(q1))
if ((selx>=0)&&(selx<9))
if ((sely>=0)&&(sely<9))
xor(selx,sely,_sudoku_1<<selb);
}
else{
_redraw|=selb!=-1;
selb=-1;
}
sh0=sh;
}
//---------------------------------------------------------------------------
void sudoku::key(WORD key,TShiftState sh)
{
// toggle (un)used number
int a=-1;
if ((key>='1')&&(key<='9')) a=key-'1'; // 0..9
if ((key>=97)&&(key<=105)) a=key-97; // num0..num9
if (a>=0)
if ((selx>=0)&&(selx<9))
if ((sely>=0)&&(sely<9))
{
if (_render_an) a+=10;
xor(selx,sely,_sudoku_1<<(a));
}
// navigate selection cell
if ((key>=37)&&(key<=40)) // arrows
{
if (key==37) { selx--; _redraw=true; }
if (key==39) { selx++; _redraw=true; }
if (key==38) { sely--; _redraw=true; }
if (key==40) { sely++; _redraw=true; }
if (selx<0) selx=0; if (selx>8) selx=8;
if (sely<0) sely=0; if (sely>8) sely=8;
}
if (key== 27) { _redraw=true; selx=-1; sely=-1; } // esc clear selection
if (key== 32) { solve(); } // space apply solving rules
if (key==112) { _redraw=true; _render_an=!_render_an; } // F1 used/unused numbers mode
if (key==113) { _redraw=true; save("map000.dat"); } // F2 save
if (key==116) { _redraw=true; load("map000.dat"); } // F5 load
if (key==119) { _redraw=true; s_init(); } // F8 restart
// debug
if (key==107) { _debug_N++; solve(); } // num+
if (key==109) { _debug_N--; solve(); } // num-
}
//---------------------------------------------------------------------------
void sudoku::load(AnsiString filename)
{
int hnd,x,y;
hnd=FileOpen(filename,fmOpenRead);
if (hnd<0) return;
for (x=0;x<9;x++)
for (y=0;y<9;y++)
FileRead(hnd,&map[x][y],sizeof(map[0][0]));
FileClose(hnd);
_redraw=true;
}
//---------------------------------------------------------------------------
void sudoku::save(AnsiString filename)
{
int hnd,x,y;
hnd=FileCreate(filename);
if (hnd<0) return;
for (x=0;x<9;x++)
for (y=0;y<9;y++)
FileWrite(hnd,&map[x][y],sizeof(map[0][0]));
FileClose(hnd);
}
//---------------------------------------------------------------------------
void sudoku::set(int x,int y,DWORD m)
{
if ((x<0)||(x>=9)||(y<0)||(y>=9)) return;
if (DWORD(map[x][y]&m)!=0) return;
if (DWORD(map[x][y]&_sudoku_fix)!=0) return;
map[x][y]|=m;
s_check();
_redraw=true;
}
//---------------------------------------------------------------------------
void sudoku::rst(int x,int y,DWORD m)
{
if ((x<0)||(x>=9)||(y<0)||(y>=9)) return;
if (DWORD(map[x][y]&m==0)) return;
if (DWORD(map[x][y]&_sudoku_fix)!=0) return;
map[x][y]|=m;
map[x][y]^=m;
s_check();
_redraw=true;
}
//---------------------------------------------------------------------------
void sudoku::xor(int x,int y,DWORD m)
{
if ((x<0)||(x>=9)||(y<0)||(y>=9)) return;
if (DWORD(map[selx][sely]&m)==0) set(selx,sely,m);
else rst(selx,sely,m);
}
//---------------------------------------------------------------------------
void sudoku::s_init()
{
int x,y;
DWORD a,b;
for (x=0;x<9;x++)
for (y=0;y<9;y++)
{
a=map[x][y];
if (DWORD(a&_sudoku_fix)==0) a =_sudoku_an;
else { a&=_sudoku_n|_sudoku_fix; a|=(a<<10)&_sudoku_an; }
map[x][y]=a;
}
s_check();
_redraw=true;
}
//---------------------------------------------------------------------------
void sudoku::s_check()
{
int x,y,_x,_y,xx,yy,k,n[10];
DWORD a,b,m[9][9];
// iterate xx,yy through adjacent cells to x,y (included)
#define row(y) for (yy=y,xx=0;xx<9;xx++)
#define col(x) for (xx=x,yy=0;yy<9;yy++)
#define sqr(x,y) for (_x=(x/3)*3,_y=(y/3)*3,xx=_x;xx<_x+3;xx++) for (yy=_y;yy<_y+3;yy++)
// init m[][] with singleton used numbers from map[][] and clear error
for (x=0;x<9;x++ ) for (y=0;y<9;y++ ){ m[x][y]=0; a=map[x][y]&_sudoku_n; map[x][y]&=0xFFFFFFFF^_sudoku_err; for (b=_sudoku_1,k=1;k<=9;k++,b<<=1) if (a==b) m[x][y]=k; }
// compute histogram n[] // check for error (count>1) and flag it for rendering
for (y=0;y<9;y++ ){ for (xx=0;xx<=9;xx++) n[xx]=0; row( y) n[m[xx][yy]]++; n[0]=0; row( y) if (n[m[xx][yy]]>1) map[xx][yy]|=_sudoku_err; }
for (x=0;x<9;x++ ) { for (xx=0;xx<=9;xx++) n[xx]=0; col(x ) n[m[xx][yy]]++; n[0]=0; col(x ) if (n[m[xx][yy]]>1) map[xx][yy]|=_sudoku_err; }
for (x=0;x<9;x+=3) for (y=0;y<9;y+=3){ for (xx=0;xx<=9;xx++) n[xx]=0; sqr(x,y) n[m[xx][yy]]++; n[0]=0; sqr(x,y) if (n[m[xx][yy]]>1) map[xx][yy]|=_sudoku_err; }
#undef row
#undef col
#undef sqr
}
//---------------------------------------------------------------------------
void sudoku::solve()
{
int k,n[9],nx[9],ny[9];
DWORD a,b;
int x,y,_x,_y,xx,yy;
DWORD checksum0,checksum;
// is a single bit set from _sudoku1.._sudoku_9?
#define single(a) for (b=_sudoku_1;b<=_sudoku_9;b<<=1) if (a==b)
// iterate xx,yy through adjacent cells to x,y (included)
#define row(y) for (yy=y,xx=0;xx<9;xx++)
#define col(x) for (xx=x,yy=0;yy<9;yy++)
#define sqr(x,y) for (_x=(x/3)*3,_y=(y/3)*3,xx=_x;xx<_x+3;xx++) for (yy=_y;yy<_y+3;yy++)
s_init();
// solve main loop
for (checksum0=0,_debug_N=0;;_debug_N++)
{
// compute checksum and stop if not changed
for (checksum=0,a=1,x=0;x<9;x++)
for (y=0;y<9;y++,a++)
checksum+=map[x][y]&(_sudoku_n|_sudoku_an)*a;
if (checksum==checksum0) break;
checksum0=checksum;
// #1 clear singleton used numbers in (un)used numbers of adjacent cells
for (x=0;x<9;x++)
for (y=0;y<9;y++)
{
a=map[x][y]&_sudoku_n;
single(a)
{
b=a<<10;
map[x][y]&=0xFFFFFFFF^_sudoku_an;
map[x][y]|=b;
b^=0xFFFFFFFF;
row( y) if (xx!=x) map[xx][yy]&=b;
col(x ) if (yy!=y) map[xx][yy]&=b;
sqr(x,y) if ((xx!=x)||(yy!=y)) map[xx][yy]&=b;
break;
}
}
// #2 find if just single occurence in adjacent cells
// clear histogram n[] compute histogram n[] // handle single occurence by clearing all other adjacent cells
for (y=0;y<9;y++ ){ for (xx=0;xx<9;xx++) n[xx]=0; row( y) { a=map[xx][yy]; a=(a|(a>>10))&_sudoku_n; for (b=0;b<9;b++) if (DWORD(a&(_sudoku_1<<b))!=0) { n[b]++; nx[b]=xx; ny[b]=yy; }} for (b=_sudoku_1|_sudoku_a1,k=0;k<9;k++,b<<=1) if (n[k]==1) row( y) if (DWORD(map[xx][yy]&_sudoku_fix)==0) if ((xx==nx[k])&&(yy==ny[k])) map[xx][yy]&=0xFFFFFFFF^(_sudoku_n|_sudoku_an)^b; else map[xx][yy]&=0xFFFFFFFF^b; }
for (x=0;x<9;x++ ) { for (xx=0;xx<9;xx++) n[xx]=0; col(x ) { a=map[xx][yy]; a=(a|(a>>10))&_sudoku_n; for (b=0;b<9;b++) if (DWORD(a&(_sudoku_1<<b))!=0) { n[b]++; nx[b]=xx; ny[b]=yy; }} for (b=_sudoku_1|_sudoku_a1,k=0;k<9;k++,b<<=1) if (n[k]==1) col(x ) if (DWORD(map[xx][yy]&_sudoku_fix)==0) if ((xx==nx[k])&&(yy==ny[k])) map[xx][yy]&=0xFFFFFFFF^(_sudoku_n|_sudoku_an)^b; else map[xx][yy]&=0xFFFFFFFF^b; }
for (x=0;x<9;x+=3) for (y=0;y<9;y+=3){ for (xx=0;xx<9;xx++) n[xx]=0; sqr(x,y) { a=map[xx][yy]; a=(a|(a>>10))&_sudoku_n; for (b=0;b<9;b++) if (DWORD(a&(_sudoku_1<<b))!=0) { n[b]++; nx[b]=xx; ny[b]=yy; }} for (b=_sudoku_1|_sudoku_a1,k=0;k<9;k++,b<<=1) if (n[k]==1) sqr(x,y) if (DWORD(map[xx][yy]&_sudoku_fix)==0) if ((xx==nx[k])&&(yy==ny[k])) map[xx][yy]&=0xFFFFFFFF^(_sudoku_n|_sudoku_an)^b; else map[xx][yy]&=0xFFFFFFFF^b; }
// #3 if the same number only in single row/col for single square clear the row/col for other squares
for (x=0;x<9;x+=3)
for (y=0;y<9;y+=3)
{
// nx[],ny[] = histogram of x,y per each number
for (xx=0;xx<9;xx++) { nx[xx]=0; ny[xx]=0; } sqr(x,y) for (a=map[xx][yy],b=_sudoku_1|_sudoku_a1,k=0;k<9;k++,b<<=1) if (DWORD(a&b)!=0) { nx[k]|=1<<xx; ny[k]|=1<<yy; }
// check row/col for exclusive occurence and clear the rest if found
for (yy=y;yy<y+3;yy++) for (b=_sudoku_1|_sudoku_a1,k=0;k<9;k++,b<<=1) if (ny[k]==1<<yy) for (xx=0;xx<9;xx++) if ((xx<x)||(xx>=x+3)) map[xx][yy]&=0xFFFFFFFF^b;
for (xx=x;xx<x+3;xx++) for (b=_sudoku_1|_sudoku_a1,k=0;k<9;k++,b<<=1) if (nx[k]==1<<xx) for (yy=0;yy<9;yy++) if ((yy<y)||(yy>=y+3)) map[xx][yy]&=0xFFFFFFFF^b;
}
// #4 same pair only found in single row/col/sqr (clear the rest)
// [***ToDo***]
// set singleton unused numbers as used
for (x=0;x<9;x++)
for (y=0;y<9;y++)
{
a=(map[x][y]>>10)&_sudoku_n;
single(a)
{
map[x][y]&=0xFFFFFFFF^_sudoku_n;
map[x][y]|=a;
break;
}
}
}
s_check();
_redraw=true;
#undef single
#undef row
#undef col
#undef sqr
}
//---------------------------------------------------------------------------
//---------------------------------------------------------------------------
#endif
//---------------------------------------------------------------------------
And usage:
//$$---- Form CPP ----
//---------------------------------------------------------------------------
#include <vcl.h>
#pragma hdrstop
#include "Unit1.h"
#include "sudoku.h"
//---------------------------------------------------------------------------
#pragma package(smart_init)
#pragma resource "*.dfm"
TForm1 *Form1;
sudoku gam;
//---------------------------------------------------------------------------
void TForm1::draw()
{
if (gam._redraw) gam.draw();
Canvas->Draw(0,0,gam.bmp);
}
//---------------------------------------------------------------------------
__fastcall TForm1::TForm1(TComponent* Owner):TForm(Owner)
{
int S[9*9]=
{
8,0,0, 0,2,4, 0,0,3,
0,0,0, 0,0,0, 0,0,0,
0,4,0, 3,6,0, 0,0,0,
0,0,0, 0,0,0, 0,0,0,
4,6,0, 0,5,9, 0,0,8,
2,0,9, 0,0,8, 1,0,0,
3,0,0, 0,0,0, 6,0,0,
0,5,1, 7,0,0, 0,0,4,
0,9,0, 0,0,1, 3,0,0,
};
gam.init(S);
}
//---------------------------------------------------------------------------
void __fastcall TForm1::FormPaint(TObject *Sender) { draw(); }
void __fastcall TForm1::FormResize(TObject *Sender) { gam.resize(ClientWidth,ClientHeight); }
void __fastcall TForm1::tim_updTimer(TObject *Sender) { if (gam._redraw) draw(); }
void __fastcall TForm1::FormKeyDown (TObject *Sender, WORD &Key, TShiftState Shift){ gam.key(Key,Shift); }
void __fastcall TForm1::FormMouseMove(TObject *Sender, TShiftState Shift, int X, int Y){ gam.mouse(X,Y,Shift); }
void __fastcall TForm1::FormMouseDown(TObject *Sender, TMouseButton Button, TShiftState Shift, int X, int Y){ gam.mouse(X,Y,Shift); }
void __fastcall TForm1::FormMouseUp (TObject *Sender, TMouseButton Button, TShiftState Shift, int X, int Y){ gam.mouse(X,Y,Shift); }
//---------------------------------------------------------------------------
Its the code form my VCL app (single form
with single timer
on it) so just port the events to your environment and ignore the rest. The sudoku class uses VCL encapsulated GDI so that is the stuff that is need to be ported (just lines rectangles and text).
The solver is fully enclosed within sudoku::solve()
and hope its commented enough (does exactly what I described above). Here screenshot after solving (space key):
the _debug_N
(N:7) holds the count of iterations needed for solution. Also I did not do any optimizations yet (do not see any point as the solver is done sooner than i release the key). Hope this helps someone a bit.
There are quite a few other rules to implement:
- Sudoku Solving Strategies
- Sudoku Solving Techniques