Upload a source code in java: 2. Alternating glasses a. There are 2n glasses standing next to each other in a row, the first n of them filled with a soda drink and the remaining n glasses empty. Make the glasses alternate in a filled-empty-filled-empty pattern in the minimum number of glass moves. [Gar78] b. Solve the same problem if 2n glasses-n with a drink and n empty–are initially in a random order.
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- At the table are you, your roommate, and two stacks of pancakes, of height m and n. You and she, in turn, must eat from the larger stack a non-zero multiple of the number of pancakes in the smaller stack. The bottom pancake of each stack is soggy, and thus whoever first finishes a stack is the loser. For which pairs (m,n) do you, who happen to be playing first, have a winning strategy? An algorithm then create an R code that will solve this problemWrite a Java method that takes two 2 dimensional int arrays (a and b) anda 2 dimensional boolean array (c) where all three arrays have the samesize. Your method should return an array (result) such that, if a particular element in c is true, then the corresponding (same indexed) elementin result must be the multiplication of the the corresponding elements ofa and b. If the element in c is false, then the the corresponding elementin result must be the negative of multiplication of the the correspondingelement in a and b.An n x n matrix is called a positive Markov matrix if eachelement is positive and the sum of the elements in each column is 1. Write thefollowing method to check whether a matrix is a Markov matrix:public static boolean isMarkovMatrix(double[][] m) Write a test program that prompts the user to enter a 3 x 3 matrix of doublevalues and tests whether it is a Markov matrix. Here are sample runs: Enter a 3−by−3 matrix row by row:0.15 0.875 0.375 ↵Enter0.55 0.005 0.225 ↵Enter0.30 0.12 0.4 ↵EnterIt is a Markov matrix Enter a 3−by−3 matrix row by row:0.95 −0.875 0.375 ↵Enter0.65 0.005 0.225 ↵Enter0.30 0.22 −0.4 ↵EnterIt is not a Markov matrix
- A grid needs a system for numbering the tiles in order to allow random-access lookup.For instance, the rows and columns of a square grid provide a natural numbering for the tiles. Create plans for hexagonal and triangular grids. Create a rule for identifying the neighbourhood (i.e., nearby tiles) of a certain tile in the grid using the numbering scheme. For instance, the neighbourhood of tile I j in a four-connected square grid with indices of I for rows and j for columns may be described as neighbourhood(i, j) = I 1, j, I j 1.Implement the Solver class. The point of the solver class is the solve method which takes a board/puzzle configuration represented as a 2D array of bytes and returns a byte array containing a minimal sequence of moves that will lead to the solved board. The 2D array of bytes is “triangular” and represents a valid board configuration. Namely, the 2D array has 5 rows (0 – 4) and the size of every row is 1 more than its index.The array contains one 0, five 1s, four 2s and five 3s. The solve method then returns an array of bytes representing a minimal sequence of moves that solves the puzzle. In other words, if the numbers from the returned array are used in order as inputs to the move method on the Board object representing the initial configuration, the resulting board configuration represents the solved board. If the input to the solve method is a board configuration that is already solved, then solution requires no moves and an array of size 0 must be returned. impliment the solver…Implement the Solver class. The point of the solver class is the solve method which takes a board/puzzle configuration represented as a 2D array of bytes and returns a byte array containing a minimal sequence of moves that will lead to the solved board. The 2D array of bytes is “triangular” and represents a valid board configuration. Namely, the 2D array has 5 rows (0 – 4) and the size of every row is 1 more than its index.The array contains one 0, five 1s, four 2s and five 3s. The solve method then returns an array of bytes representing a minimal sequence of moves that solves the puzzle. In other words, if the numbers from the returned array are used in order as inputs to the move method on the Board object representing the initial configuration, the resulting board configuration represents the solved board. If the input to the solve method is a board configuration that is already solved, then solution requires no moves and an array of size 0 must be returned. import…
- JAVA - How do I make this a random pull of participants instead of just a participant +1? I want the purchaser to be the same as it was input in the array, but then want the gift to be random. If that isn't possible, making both random would work as well, but either way the giver and receiver can't be the same person.The output should be something like this:a will purchase a gift for d (age: 2)b will purchase a gift for c (age: 3)c will purchase a gift for a (age: 4)d will purchase a gift for b (age: 2) import java.util.Random; public class ExchangeResults{public static void main(String[] args){UserInput userinput = new UserInput();Participant[] participants = userinput.inputParticipants(); System.out.println("Exchange Results");//PRINT MATCHESshuffleParticipants(participants);} //MAKE RANDOM MATCHESpublic static void shuffleParticipants(Participant[] participants){for (int i = 0; i < participants.length-1 ; i++){Participant p1 = participants[i];Participant p2 =…Implement the Solver class. The point of the solver class is the solve method which takes a board/puzzle configuration represented as a 2D array of bytes and returns a byte array containing a minimal sequence of moves that will lead to the solved board. The 2D array of bytes is “triangular” and represents a valid board configuration. Namely, the 2D array has 5 rows (0 – 4) and the size of every row is 1 more than its index.The array contains one 0, five 1s, four 2s and five 3s. The solve method then returns an array of bytes representing a minimal sequence of moves that solves the puzzle. In other words, if the numbers from the returned array are used in order as inputs to the move method on the Board object representing the initial configuration, the resulting board configuration represents the solved board. If the input to the solve method is a board configuration that is already solved, then solution requires no moves and an array of size 0 must be returned. import java.util.Arrays;…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)?
- 1. Write a linear (0(n)) running time complexity program in Java to find all the dominant elements in the given array of n distinct integer elements. An element is a dominant element if it is greater than all the elements to its right side. The rightmost element in the array is always a dominant element. For example, in the array {16, 17, 4, 3, 5, 2}, dominant elements are 17, 5 and 2. 2. Prove that your algorithm takes (0(n)) running time to compute this task. Formulate the sum equation for this proof.Implement the Solver class. The point of the solver class is the solve method which takes a board/puzzle configuration represented as a 2D array of bytes and returns a byte array containing a minimal sequence of moves that will lead to the solved board. The 2D array of bytes is “triangular” and represents a valid board configuration. Namely, the 2D array has 5 rows (0 – 4) and the size of every row is 1 more than its index. (e.g. Row 0 has length 1). The array contains one 0, five 1s, four 2s and five 3s. The solve method then returns an array of bytes representing a minimal sequence of moves that solves the puzzle. In other words, if the numbers from the returned array are used in order as inputs to the move method on the Board object representing the initial configuration, the resulting board configuration represents the solved board. Furthermore, the solution must be minimal in the sense that there are no solutions that use fewer moves (although there could be other solutions that…Write a Java program to play the Moving Magic Square game. You may assume n = 3 andk = 15. The initial state (i.e. a 3 x 3 grid of integer containing the integer numbers from 1to 9) will be read from a text file. The program must use a Greedy Best First searchalgorithm to solve the game, and to show the board (and the relevant heuristic value) aftereach move. Use the heuristic function described in question 3 pseudocode in pictures to help make coding process faster. INPUT text A: 6 1 8 2 7 4 9 3 5 INPUT text B: 6 9 8 7 1 3 2 5 4