MATLAB battleship: For user vs computer, how do you hide the computer's board and make the computer randomly guess coordinates without overlapping?
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MATLAB battleship:
For user vs computer, how do you hide the computer's board and make the computer randomly guess coordinates without overlapping?
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- SPIM simulator (QtSpim). Simulation: Write a MIPS program that computes the expression; y = A * B + C * D Where A, B, C, and D are integersWrite a complete processing program so that you can control a red ball on the screen using keyboard arrow keys: UP/DOWN: ball moves up/down; LEFT/RIGHT: ball moves left/right; when the ball hits border, it won't be able to move across the border is (stuck there instead). R/r key resets the ball back to center.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…
- Write a graphical program to trace a random walk (see previous two prob-lems) in two dimensions. In this simulation you should allow the step to be taken in any direction. You can generate a random direction as an angleoff of the x axis. angle = random() * 2 * math.piIn Java only--Java Applets Create an applet that will draw a set of ovals and the user should be able to specify the number of ovals. Thank youYou have a 2D board and a person which starts travelling along the edges of that board & going towards to the centre but not going to box which he is going once through it. Your task is to print the path that he is followed and take that board also from the user. Preferred Programming language: JAVA.
- Children often play a memory game in which a deck of cards containing matching pairs is used. The cards are shuffled and placed face down on a table. The players then take turns and select two cards at a time. If both cards match, they are left face up; otherwise, the cards are placed face down at the same positions. Once the players see the selected pair of cards and if the cards do not match, then they can memorize the cards and use their memory to select the next pair of cards. The game continues until all the cards are face up. Write a program to play the memory game. Use a two dimensional array of 4 rows and 4 columns to use a deck of 16 cards with 8 matching pairs and you can use numbers 1 to 8 to mark the cards. (If you use a 6 by 6 array, then you will need 18 matching pairs, and so on.) Use random number generators to randomly store the pairs in the array. Use appropriate functions in your program, and the main program should be merely a call to functions. Extra credit:…Java problem. While out on a standard run we notice that our radar is picking up someone following us. In the hopes of losing them, we look for a nearby debris field to hide in. We notice one not too far away, but we need to make sure that we can get to the middle of the debris field to be properly hidden. Our radar shows the debris field in 2D, so we can visually check if we can make it to the center, but that takes too long. We want a program that will let us know if there is a path from the outside of the debris field to the center. In order to solve this problem, we must think recursively. Create a recursive algorithm that determines if a path exists from the outside of the debris field to the center. The debris field is always square (n by n) and n will always be greater than 1, and always odd. You can enter the debris field from any of the outside spaces, and you simply need to return true if a path exists, and false if a path does not exist. For movement you can only go up,…Please type thank you! Tasks: 1. Write a python program that implements the estimation of Pi through a Monte Calo simulation. Describe how Pi is being estimated in this simulation. How many iterations do you need to run? In your own words, make a case for when it is a good approximation of Pi. d. Suggest a method that would accelerate the approximation of Pi. You may either suggest a method that would accelerate the approximation of Pi than the method you described in b, or you may describe two methods and explain which one can accelerate the approximation of Pi than the other one.
- Coupon collector is a classic statistic problem with many practical applications. The problem is to pick objects from a set of objects repeatedly and determine how many picks are needed for all the objects to be picked at least once. A variation of the problem is to pick cards from a shuffled deck of 52 cards repeatedly and find out how many picks are needed before you see one of each suit. Assume a picked card is placed back in the deck before picking another. Write a program to simulate the number of picks needed to get four cards from each suit and display the four cards picked (it is possible that a card may be picked twice).Children often play a memory game in which a deck of cards containing matching pairs is used. The cardsare shuffled and placed face down on a table. The players then take turns and select two cards at a time.If both cards match, they are left face up; otherwise, the cards are placed face down at the same positions.Once the players see the selected pair of cards and if the cards do not match, then they can memorize thecards and use their memory to select the next pair of cards. The game continues until all the cards areface up. Write a program to play the memory game. Use a two-dimensional array of 4 rows and 4 columnsfor a deck of 16 cards with 8 matching pairs. You can use numbers 1 to 8 to mark the cards. (If you use a6 by 6 array, then you will need 18 matching pairs, and so on.) Use random number generators torandomly store the pairs in the array. Use appropriate functions in your program, and the main programshould be merely a call to functions. I need to figure out how to do…A Memory Matching Game in java code with a 4x4 grid of Squares that when you click on a square it shows a number. It would have to be 2 of each number 1-8 and if the two squares that are clicked match then the squares stay on the grid. If they do not match after picking 2 squares they flip back over