Programming Lab 7C Autonomous Sudoku


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Programming Lab 7C
Autonomous Sudoku
Topics: Shift, bitwise and bitfield instructions; address calculation with pointers.
Prerequisite Reading: Chapters 1-7
Revised: January 22, 2021
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Background: Sudoku (originally called Number Place1
) is a logic-based, combinatorial number-placement puzzle. The
objective is to fill a 9×9 grid with digits so that each column, each row, and each of the nine 3×3 subgrids that compose the
grid (also called “boxes”, “blocks”, or “regions”) contains all of the digits from 1 to 9. The puzzle setter provides a partially
completed grid, which for a well-posed puzzle has a single solution. Completed games are always a type of Latin square
with an additional constraint on the contents of individual regions. For example, the same single integer may not appear
twice in the same row, column, or any of the nine 3×3 subregions of the 9×9 playing board.
Assignment: The main program keeps track of the status of cells in an array of 4-bit “nibbles” (two per byte) – one nibble
per cell. It will compile and run without writing any assembly. However, your task is to create equivalent replacements in
assembly language for the following two functions found in the C main program to store and retrieve individual nibbles
within the array. The original C versions have been defined as “weak” so that the linker will automatically replace them in
the executable image by those you create in assembly; you do not need to remove the C versions. This allows you to create
and test your assembly language functions one at a time. Your solutions should execute as fast as possible, so using loops
is not acceptable.
void PutNibble(void *nibbles, uint32_t which, uint32_t value) ;
uint32_t GetNibble(void *nibbles, uint32_t which) ;
Parameter Description
nibbles Starting address where nibbles are stored in memory.
which A nibble position (0 to 80) within the array of nibbles.
value A four-bit number (0 to 9); 0 represents an empty cell.
Test your functions using the C main program. The program displays a solvable
random placement of black digits. You may edit the cells using the touch screen;
touching a cell selects the next entry for that cell that is not in conflict with any
other cell.
Pressing the blue button starts a recursive back-tracking algorithm to solve the
puzzle. Pressing the button before the solution is complete aborts the algorithm.
If solved, the program displays the solution and waits for the user to press the
blue button, which then displays some statistics. If aborted or if no solution can
be found, the program goes directly to the statistics screen. Another button push
restarts the program. Note that the time required to solve the puzzle will vary
according to the initial placement.
1 Grossman, Lev (March 11, 2013). “The Answer Men”. Time. New York. Retrieved March 4, 2013

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