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The Ruby Programming Language
book

The Ruby Programming Language

by David Flanagan, Yukihiro Matsumoto
January 2008
Beginner to intermediate
446 pages
14h 45m
English
O'Reilly Media, Inc.
Content preview from The Ruby Programming Language

A Sudoku Solver in Ruby

This chapter concludes with a nontrivial Ruby application to give you a better idea of what Ruby programs actually look like. We’ve chosen a Sudoku[*] solver as a good short to medium-length program that demonstrates a number of features of Ruby. Don’t expect to understand every detail of Example 1-1, but do read through the code; it is very thoroughly commented, and you should have little difficulty following along.

Example 1-1. A Sudoku solver in Ruby

# # This module defines a Sudoku::Puzzle class to represent a 9x9 # Sudoku puzzle and also defines exception classes raised for # invalid input and over-constrained puzzles. This module also defines # the method Sudoku.solve to solve a puzzle. The solve method uses # the Sudoku.scan method, which is also defined here. # # Use this module to solve Sudoku puzzles with code like this: # # require 'sudoku' # puts Sudoku.solve(Sudoku::Puzzle.new(ARGF.readlines)) # module Sudoku # # The Sudoku::Puzzle class represents the state of a 9x9 Sudoku puzzle. # # Some definitions and terminology used in this implementation: # # - Each element of a puzzle is called a "cell". # - Rows and columns are numbered from 0 to 8, and the coordinates [0,0] # refer to the cell in the upper-left corner of the puzzle. # - The nine 3x3 subgrids are known as "boxes" and are also numbered from # 0 to 8, ordered from left to right and top to bottom. The box in # the upper-left is box 0. The box in the upper-right is box 2. The # box in the ...
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ISBN: 9780596516178Errata Page