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## struct Puzzle {
## int size;
## Cell *grid;
## };
##
## // Given the assignment at current position, removes all inconsistent values
## // for cells in the same row, column, and cage.
## int
## forward_checking(int position, Puzzle *puzzle) {
## int size = puzzle->size;
## // Removes inconsistent values in the row.
## for (int col = 0; col < size; col++) {
## if (col != position % size) {
## int row_pos = position / size * size + col;
## puzzle->grid[row_pos].domain &= ~puzzle->grid[position].domain;
## if (!puzzle->grid[row_pos].domain) {
## return 0;
## }
## }
## }
## // Removes inconsistent values in the column.
## for (int row = 0; row < size; row++) {
## if (row != position / size) {
## int col_pos = row * size + position % size;
## puzzle->grid[col_pos].domain &= ~puzzle->grid[position].domain;
## if (!puzzle->grid[col_pos].domain) {
## return 0;
## }
## }or (int i = 0; i < puzzle->grid[position].cage->num_cell; i++) {
## int cage_pos = puzzle->grid[position].cage->positions[i];
## puzzle->grid[cage_pos].domain &= get_domain_for_cell(cage_pos, puzzle);
## if (!puzzle->grid[cage_pos].domain) {
## return 0;
## }
## }
## }
## // Removes inconsistent values in the cage.
## for (int i = 0; i < puzzle->grid[position].cage->num_cell; i++) {
## int cage_pos = puzzle->grid[position].cage->positions[i];
## puzzle->grid[cage_pos].domain &= get_domain_for_cell(cage_pos, puzzle);
## if (!puzzle->grid[cage_pos].domain) {
## return 0;
## }
## }
## return 1;
## }

.globl forward_checking
forward_checking:
# Your code goes here :)

lw $t0, 0($a1) #size = puzzle->size
li $t1, 0 #col = 0
lw $t2, 4($a1) #&puzzle->grid

loop1:
bge $t1, $t0, endloop1 # !(col<size)
rem $t7, $a0, $t0 # position%size
beq $t1, $t7, skip1 #(col == position%size)
div $t3, $a0, $t0 #position/size
mul $t3, $t3, $t0 #position / size * size
add $t3, $t3, $t1 #row_pos = position/size * size +col
mul $t3, $t3, 8 #row_pos*8
add $t3, $t2, $t3 #&puzzle->grid[row_pos]
lw $t4, 0($t3) #puzzle->grid[row_pos].domain

mul $t5, $a0, 8 #position*8
add $t5, $t2, $t5 #&puzzle->grid[position]
lw $t6, 0($t5) #puzzle->grid[position].domain
not $t6, $t6 #~puzzle->grid[position].domain

and $t4, $t4, $t6
sw $t4, 0($t3)
bne $t4, $0, skip1 #!0
li $v0, 0
jr $ra

skip1:
addi $t1, $t1, 1 #col++
j loop1

endloop1:
li $t1, 0 #row = 0

loop2:
bge $t1, $t0, endloop2 # !(row<size)
div $t7, $a0, $t0 # position/size
beq $t1, $t7, skip2 #(row == position/size)
mul $t3, $t1, $t0 #row*size
rem $t8, $a0, $t0 #position % size
add $t3, $t3, $t8 #col_pos = row * size + position % size
mul $t3, $t3, 8 #row_pos*8
add $t3, $t2, $t3 #&puzzle->grid[row_pos]
lw $t4, 0($t3) #puzzle->grid[row_pos].domain

mul $t5, $a0, 8 #position*8
add $t5, $t2, $t5 #&puzzle->grid[position]
lw $t6, 0($t5) #puzzle->grid[position].domain
not $t6, $t6 #~puzzle->grid[position].domain

and $t4, $t4, $t6
sw $t4, 0($t3)
bne $t4, $0, skip2 #!0
li $v0, 0
jr $ra

skip2:
addi $t1, $t1, 1 #row++
j loop2


endloop2:
sub $sp, $sp, 28
sw $ra, 0($sp)
sw $s0, 4($sp)
sw $s1, 8($sp)
sw $s2, 12($sp)
sw $s3, 16($sp)
sw $s4, 20($sp)
sw $s5, 24($sp)
move $s2, $a1
move $s0, $t2 #&puzzle->grid
li $s1, 0 #i = 0
mul $t0, $a0, 8 #position*8
add $t1, $s0, $t0 #&puzzle->grid[position]
lw $s3, 4($t1) #&puzzle->grid[position].cage
lw $s4, 8($s3) #puzzle->grid[position].cage->num_cell

loop3:
bge $s1, $s4, endloop3 #!(i<puzzle->grid[position].cage->num_cell)
lw $t2, 12($s3) #&puzzle->grid[position].cage->positions
mul $t1, $s1, 4 #i*4.text

## struct Puzzle {
## int size;
## Cell *grid;
## };
##
## // Given the assignment at current position, removes all inconsistent values
## // for cells in the same row, column, and cage.
## int
## forward_checking(int position, Puzzle *puzzle) {
## int size = puzzle->size;
## // Removes inconsistent values in the row.
## for (int col = 0; col < size; col++) {
## if (col != position % size) {
## int row_pos = position / size * size + col;
## puzzle->grid[row_pos].domain &= ~puzzle->grid[position].domain;
## if (!puzzle->grid[row_pos].domain) {
## return 0;
## }
## }
## }
## // Removes inconsistent values in the column.
## for (int row = 0; row < size; row++) {
## if (row != position / size) {
## int col_pos = row * size + position % size;
## puzzle->grid[col_pos].domain &= ~puzzle->grid[position].domain;
## if (!puzzle->grid[col_pos].domain) {
## return 0;
## }
## }or (int i = 0; i < puzzle->grid[position].cage->num_cell; i++) {
## int cage_pos = puzzle->grid[position].cage->positions[i];
## puzzle->grid[cage_pos].domain &= get_domain_for_cell(cage_pos, puzzle);
## if (!puzzle->grid[cage_pos].domain) {
## return 0;
## }
## }
## }
## // Removes inconsistent values in the cage.
## for (int i = 0; i < puzzle->grid[position].cage->num_cell; i++) {
## int cage_pos = puzzle->grid[position].cage->positions[i];
## puzzle->grid[cage_pos].domain &= get_domain_for_cell(cage_pos, puzzle);
## if (!puzzle->grid[cage_pos].domain) {
## return 0;
## }
## }
## return 1;
## }

.globl forward_checking
forward_checking:
# Your code goes here :)

lw $t0, 0($a1) #size = puzzle->size
li $t1, 0 #col = 0
lw $t2, 4($a1) #&puzzle->grid

loop1:
bge $t1, $t0, endloop1 # !(col<size)
rem $t7, $a0, $t0 # position%size
beq $t1, $t7, skip1 #(col == position%size)
div $t3, $a0, $t0 #position/size
mul $t3, $t3, $t0 #position / size * size
add $t3, $t3, $t1 #row_pos = position/size * size +col
mul $t3, $t3, 8 #row_pos*8
add $t3, $t2, $t3 #&puzzle->grid[row_pos]
lw $t4, 0($t3) #puzzle->grid[row_pos].domain

mul $t5, $a0, 8 #position*8
add $t5, $t2, $t5 #&puzzle->grid[position]
lw $t6, 0($t5) #puzzle->grid[position].domain
not $t6, $t6 #~puzzle->grid[position].domain

and $t4, $t4, $t6
sw $t4, 0($t3)
bne $t4, $0, skip1 #!0
li $v0, 0
jr $ra

skip1:
addi $t1, $t1, 1 #col++
j loop1

endloop1:
li $t1, 0 #row = 0

loop2:
bge $t1, $t0, endloop2 # !(row<size)
div $t7, $a0, $t0 # position/size
beq $t1, $t7, skip2 #(row == position/size)
mul $t3, $t1, $t0 #row*size
rem $t8, $a0, $t0 #position % size
add $t3, $t3, $t8 #col_pos = row * size + position % size
mul $t3, $t3, 8 #row_pos*8
add $t3, $t2, $t3 #&puzzle->grid[row_pos]
lw $t4, 0($t3) #puzzle->grid[row_pos].domain

mul $t5, $a0, 8 #position*8
add $t5, $t2, $t5 #&puzzle->grid[position]
lw $t6, 0($t5) #puzzle->grid[position].domain
not $t6, $t6 #~puzzle->grid[position].domain

and $t4, $t4, $t6
sw $t4, 0($t3)
bne $t4, $0, skip2 #!0
li $v0, 0
jr $ra

skip2:
addi $t1, $t1, 1 #row++
j loop2


endloop2:
sub $sp, $sp, 28
sw $ra, 0($sp)
sw $s0, 4($sp)
sw $s1, 8($sp)
sw $s2, 12($sp)
sw $s3, 16($sp)
sw $s4, 20($sp)
sw $s5, 24($sp)
move $s2, $a1
move $s0, $t2 #&puzzle->grid
li $s1, 0 #i = 0
mul $t0, $a0, 8 #position*8
add $t1, $s0, $t0 #&puzzle->grid[position]
lw $s3, 4($t1) #&puzzle->grid[position].cage
lw $s4, 8($s3) #puzzle->grid[position].cage->num_cell

loop3:
bge $s1, $s4, endloop3 #!(i<puzzle->grid[position].cage->num_cell)
lw $t2, 12($s3) #&puzzle->grid[position].cage->positions
mul $t1, $s1, 4 #i*4
add $t3, $t2, $t1 #&puzzle->grid[position].cage->positions[i]
lw $t3, 0($t3) #cage_pos = puzzle->grid[position].cage->positions[i]
move $a0, $t3
mul $t3, $t3, 8 #cage_pos*8
add $s5, $s0, $t3 #&puzzle->grid[cage_pos]
lw $s4, 0($s5) #puzzle->grid[cage_pos].domain
jal get_domain_for_cell
move $t0, $v0
and $s4, $s4, $t0
sw $s4, 0($s5)
move $a1, $s2
bne $s4, $0, skip3 #!0
lw $ra, 0($sp)
lw $s0, 4($sp)
lw $s1, 8($sp)
lw $s2, 12($sp)
lw $s3, 16($sp)
lw $s4, 20($sp)
lw $s5, 24($sp)
add $sp, $sp, 28
li $v0, 0
jr $ra

skip3:
add $s1, $s1, 1 #i++
j loop3

endloop3:
lw $ra, 0($sp)
lw $s0, 4($sp)
lw $s1, 8($sp)
lw $s2, 12($sp)
lw $s3, 16($sp)
lw $s4, 20($sp)
lw $s5, 24($sp)
add $sp, $sp, 28
li $v0, 1
jr $ra




add $t3, $t2, $t1 #&puzzle->grid[position].cage->positions[i]
lw $t3, 0($t3) #cage_pos = puzzle->grid[position].cage->positions[i]
move $a0, $t3
mul $t3, $t3, 8 #cage_pos*8
add $s5, $s0, $t3 #&puzzle->grid[cage_pos]
lw $s4, 0($s5) #puzzle->grid[cage_pos].domain
jal get_domain_for_cell
move $t0, $v0
and $s4, $s4, $t0
sw $s4, 0($s5)
move $a1, $s2
bne $s4, $0, skip3 #!0
lw $ra, 0($sp)
lw $s0, 4($sp)
lw $s1, 8($sp)
lw $s2, 12($sp)
lw $s3, 16($sp)
lw $s4, 20($sp)
lw $s5, 24($sp)
add $sp, $sp, 28
li $v0, 0
jr $ra

skip3:
add $s1, $s1, 1 #i++
j loop3

endloop3:
lw $ra, 0($sp)
lw $s0, 4($sp)
lw $s1, 8($sp)
lw $s2, 12($sp)
lw $s3, 16($sp)
lw $s4, 20($sp)
lw $s5, 24($sp)
add $sp, $sp, 28
li $v0, 1
jr $ra



     
 
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