# Coursework "Game Shadok in HIBI on Borland C ++ 3.1"

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The mathematical formulation of the problem. There is a square matrix of integer m: NxN (vegetable), for example, N = 20. Each field of the matrix carries information about what is in this part of the garden. If it is zero, then there is empty, if it is 10, then there is either one or shadok HIBI, if a value from 1 to 9, it means that in this part of the field is the number of transistors with a flower corresponding to the number. On the field, there can be only one shadok and Gn (eg Gn = 10) HIBI. Number of flowers as well defined and well Fn (for example, Fn = 30). Thus there is a discrete process of moving and shadoka HIBI the field: first moved shadok and then HIBI all took turns, and no two of them can not be in the same field. If someone falls into one field with a flower, then collects all the transistors, then this random free field grows a new flower. Thus, the number of flowers per field is constant. All HIBI move along a given algorithm: the nearest flower, if there is a next few flowers, which can be reached in one and the same number of moves, it picks a random flower; if the nearest flower there are several shortest routes of the same length, then select one of them as random. Shadokom manages people.

The purpose of this course work is the implementation of the above model with a graphical interface in the programming language Borland C ++ 3.1, in which a person should be responsible for managing shadokom SMax moves to collect Tn transistors. For example, SMax = 50 and Tn = 100 .. At the same time constantly on the screen should display information about the number of moves made and the number of transistors shadokom collected.

1. Introduction. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .3
2. Statement of the problem. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .4
3. Instruction to the program. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .5
4. The structure of the program. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 5
5. Algorithm HIBI movement. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 6
6. Conclusion. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 7
7. References. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 7
8. Appendix A block diagram of the program. . . . . . . . . . . . . . . . . . . . . . . . . . . . . .8
9. Appendix B. The text of the program. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .10

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