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Data Structures and Algorithms Assignment 2


COMP 352: Data Structures and Algorithms
Assignment 2

Written Questions (50 marks): Please read carefully: You must submit the answers to all the questions
below. However, only one or more questions, possibly chosen at random, will be corrected and will be
evaluated to the full 50 marks.
Question 1
a. What is the big-O (O(n)) and big-Omega (Ω(n)) time complexity for the following algorithm in
terms of n? Show all necessary steps:
Algorithm MyMagic(A, n)
 Input: Array of integer containing n elements
 Output: Possibly modified Array A
 done ← true
 j ← 0
 while j ≤ n - 2 do
 if A[j] > A[j + 1] then
 swap(A[j], A[j + 1])
 done:= false
 j ← j + 1
 end while
 j ← n - 1
 while j ≥ 1 do
 if A[j] < A[j - 1] then
 swap(A[j - 1], A[j])
 done:= false
 j ← j - 1
 end while
 if ¬ done
 MyMagic (A, n)
 else
 return A
b. Document the hand-run of MyMagic for array A = (9,3,11,5,2). What is the resulting A?
c. Describe the functionality of MyMagic. What can be asserted about its result given an
arbitrary integer array A as input?
d. Can the runtime of MyMagic be improved easily?
e. What type of recursion is used in MyMagic? Is MyMagic tail-recursive?
COMP 352 – Fall 2020
Assignment 2 – page 2 of 4
Question 2
For each of the following pairs of functions, either f(n) is O(g(n)), f(n) is Ω(g(n)), or f(n) is
θ(g(n)). For each pair, determine which relationship is correct. Justify your answer.
i) f(n) = 105
n log n + n3 g(n) = log n
ii) f(n) = 2log n2 g(n) = (log n)2
iii) f(n) = log n2 + n3 g(n) = log n + 5
iv) f(n) = �√� + log � g(n) = log n2
v) f(n) = 2n + 10n g(n) = 10n2
vi) f(n) = n! g(n) = nn
vii) f(n) = log2 n g(n) = log n
viii) f(n) = n g(n) = log2 n
ix) f(n) = √� g(n) = log n
x) f(n) = 2n g(n) = 3n
xi) f(n) = 2n g(n) = nn
Programming Questions (50 marks):
In this programming part you are asked to implement a game called MagicBoard.
MagicBoard is a 1-player game using a chess-like board consisting of d×d squares with d between 5
and 20, and each square contains an integer between 0 and d -1. The rules of the game are simple.
The circle marks the start position on the board. The integer (n) in the circled square indicates that
the circle can move n squares on the board. In one step the circle can move either n squares east or
west or north or south. At each step the chosen direction is fixed. The circle cannot move off the
board. The only legal start positions are the four corner squares. The board must contain exactly one
goal square with zero as value that can be located anywhere on the board, but its position cannot be
identical to the start position.
For instance, in the above example the circle can move either 4 squares east or south. All other
moves are illegal. The objective of the game is to move the circle to the goal square containing the
zero value. In the configuration given below, you can solve the game by making the following
sequence of steps:
1. Step 2. Step
Move south Move east
4 2 1 3 1
2 3 2 1 4
3 2 3 1 4
1 3 4 2 3
3 3 1 2 0
4 2 1 3 1
2 3 2 1 4
3 2 3 1 4
1 3 4 2 3
3 3 1 2 0
4 2 1 3 1
2 3 2 1 4
3 2 3 1 4
1 3 4 2 3
3 3 1 2 0
1
1
1
COMP 352 – Fall 2020
Assignment 2 – page 3 of 4
3. Step 4. Step
Move west Move east
Final position
Although the given example is solvable, actually with more than one solution, some board
configurations may be unsolvable, i.e., the goal square cannot be reached from the given start position.
Below is a simple example.
In this configuration, the circle can only move to its two adjacent squares with value 4. If it moves to
its eastern neighbor, it will bounce south-north between two 4’s, and if it moves to its southern
neighbor it will bounce east-west between two 4’s.
Requirements:
1. In this programming assignment, you will develop two versions of the MagicBoard game. For
both versions you have to design an algorithm in pseudo code and develop a corresponding Java
implementation.
• The first version will be completely based on recursion. No iterations are allowed.
• The second one will be iterative and based on a stack, queue, list, or vector.
2. Your solution takes a legal start position of the circle along with a d×d array of square values.
Your solution should return true if it is possible to solve the game from the start position and false
if it is impossible. Your solution should work for any d×d board with d between 5 and 20, and all
squares should contain a random integer value between 1 and d-1 with the exception of the goal
square that contains the only zero value. You are not allowed to modify the values on the board at
any time.
a) Briefly explain the time and memory complexity for both versions of your game. You can
write your answer in a separate file and submit it together with the other programming
submissions.
b) For the first version of your solution describe the type of recursion used in your
implementation. Does the particular type of recursion have an impact on the time and memory
4 2 1 3 1
2 3 2 1 4
3 2 3 1 4
1 3 4 2 3
3 3 1 2 0
4 2 1 3 1
2 3 2 1 4
3 2 3 1 4
1 3 4 2 3
3 3 1 2 0
4 2 1 3 1
2 3 2 1 4
3 2 3 1 4
1 3 4 2 3
3 3 1 2 0
1 4 1 3 1
4 3 2 1 4
3 2 3 1 4
1 3 4 2 3
3 4 1 2 0
1 1
1
1
COMP 352 – Fall 2020
Assignment 2 – page 4 of 4
complexity? Justify your answer. Also explain whether a tail-recursive version is possible. If
yes, you can earn bonus marks by submitting such a version.
c) For the second part of your solution, justify why you choose that particular data structure (e.g.
why you choose a stack and not a queue, etc.). Explain whether your chosen data structures
have an impact on the time and memory complexity.
d) For each version provide test logs for at least 20 different game configurations. They must be
sufficiently complete to show that your solution works for various board dimensions and
square values.
e) Explain how one can detect unsolvable board configurations and whether there exists a way to
speed up the execution time.
For each version you are required to submit your pseudo code, the corresponding fully commented
Java source files, the compiled files (.class files), the log and text files.
You will need to submit both the pseudo code and the Java program, together with your
experimental results. Keep in mind that Java code is not pseudo code.
The written part must be done individually (no groups are permitted). The programming part can be
done individually or in groups of two students (with all members from the same section).
For the written questions, submit all your answers in PDF (no scans of handwriting; this will result in
your answer being discarded) or text formats only. Please be concise and brief (less than ¼ of a page for
each question) in your answers. Submit the assignment under Theory Assignment 2 directory in EAS or
the correct Dropbox/folder in Moodle (depending on your section).
For the Java programs, you must submit the source files together with the compiled files. The solutions
to all the questions should be zipped together into one .zip or .tar.gz file and submitted via Moodle/EAS
under Programming 2 directory or under the correct Dropbox/folder. You must upload at most one file
(even if working in a team; please read below). In specific, here is what you need to do:
1) Create one zip file, containing the necessary files (.java and .html). Please name your file following this
convention:
If the work is done by 1 student: Your file should be called a#_studentID, where # is the number of the
assignment studentID is your student ID number.
If the work is done by 2 students: The zip file should be called a#_studentID1_studentID2, where # is the
number of the assignment studentID1 and studentID2 are the student ID numbers of each student.
2) If working in a group, only one of the team members can submit the programming part. Do not upload 2
copies.
Very Important: Again, the assignment must be submitted in the right folder of the assignments. Depending
on your section, you will either upload to Moodle or EAS (your instructor will indicate which one to use).
Assignments uploaded to an incorrect folder will not be marked and result in a zero mark. No
resubmissions will be allowed.
! Additionally, for the programming part of the assignment, a demo is required (please refer to the courser
outline for full details). The marker will inform you about the demo times. Please notice that failing
to demo your assignment will result in zero mark regardless of your submission. If working in a
team, both members of the team must be present during the demo. 

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