From: Mark Day Date: 2007-05-11T12:48:58+09:00 Subject: Re: Object-oriented solution to Tower of Hanoi --Apple-Mail-1-832166813 Content-Transfer-Encoding: 7bit Content-Type: text/plain; charset=US-ASCII; delsp=yes; format=flowed On May 10, 2007, at 5:34 PM, Daniel Waite wrote: > Anyway, here's my (long) object-oriented version of the ToH. Tell me > what you think. Oh, and if you have suggestions on where someone NOT > interested in going to college can do to learn the math necessary to > start programming "for real," please share! Thanks! Good choice of a relatively simple problem to solve. (I'm a newbie to Ruby, too. I enjoyed putting a solution together. Thanks!) Three concepts come to mind in this case: * Understanding the problem (requirements) * Abstraction * Recursion Understanding the problem (requirements): It's important to understand what you're trying to solve. I don't mean how to solve it, but what is the goal? What are the requirements for your solution? Just saying, "solve the Towers of Hanoi" is too vague. Do you want to just print out the list of movements from one tower to another? Do you want to print out which ring it is that's moving? Do you want to ensure that the move is legal? And what does "legal" mean anyway? (No ring may be placed on top of a smaller ring.) In the code below, I chose to print out the individual moves along with the ring being moved. I chose not to verify that every move is legal. Abstraction: Distill things down to their essence. You don't have to be literal by modeling every object in the real world. In fact, many interesting problems don't map well (if at all) to the real world. I mention this because you have a "hand" object in your code, and that seemed like too much detail. An object for the game as a whole, and objects for each tower/peg, and for each disc/ring are all reasonable. You'll notice in my solution below, I didn't create a separate class for rings/discs; all I really care about is indicating relative size, so a number from 1 to N is good enough, which means I can use an ordinary integer. Recursion: Recursion is defining a solution based on a similar, but smaller version of the same problem. You define how the larger problem in terms of the smaller problem, and define what the smallest problem is (and how to solve it -- which is often trivial). (There's also "mutual recursion" which involves defining several routines in terms of each other. It's a more general form of recursion. Feel free to Google it.) Here's how I thought about the problem. I have a Hanoi object which represents the entire game. Hanoi contains three Towers. Each Tower has some rings, in a specific order. I represent rings as numbers in the range 1 to N, with 1 being the smallest ring, and N being the largest ring. I can remove (pop) a ring from a Tower, place (push) a ring on a Tower, and see how many rings are on a Tower. Towers also have names, so I can identify them in the printed output. Hanoi has three Towers, with all of the rings starting on the left Tower, and all of the rings in order from the largest on bottom to the smallest on top. A fundamental operation is to move some number of rings from one Tower to another. Solving the puzzle is as simple as moving all of the rings from the left Tower to the right Tower. How does recursion fit in? If I want to solve a puzzle with 5 rings, that means I need to move 5 rings from left to right. In order to do that, I need to temporarily move the top 4 rings from the left to the middle, move the bottom ring from left to right, and then move the 4 rings from the middle to the right. Notice how I described solving the 5 ring puzzle in terms of solving the 4 ring puzzle. Moving 4 rings involves moving the top 3 rings to an intermediate Tower, moving the bottom of the 4 rings to its destination, and moving the top 3 rings to the destination. And so on. Moving one ring is trivial -- just move it directly. Here's my code. Comments and critiques are welcome. Note that I didn't actually check to see whether a given move is legal; I'm a trusting person. ;-) But if you want to do that, Tower#push would be a good place (and Tower#pop, if you want to make sure you don't try to take a ring from a Tower that has no rings). Hope this helped. -Mark # # Print out the moves to solve the Towers of Hanoi. # Supply the number of rings as the one and only command line argument. # class Tower def initialize(name, rings) @name = name @rings = rings end def to_s @name end def pop @rings.pop end def push(ring) @rings.push ring end def height @rings.length end end class Hanoi def initialize(rings) @left = Tower.new("left", [*(1..rings)].reverse) @middle = Tower.new("middle", []) @right = Tower.new("right", []) end def move(rings, from, to, other) if rings == 1 ring = from.pop puts "Move ring #{ring} from #{from} to #{to}" to.push ring else move(rings-1, from, other, to) move(1, from, to, other) move(rings-1, other, to, from) end end def solve move(@left.height, @left, @right, @middle) end end Hanoi.new(ARGV[0].to_i).solve --Apple-Mail-1-832166813--