This will become clearer in the following pages where I describe the rotation parameter in more detail. The general algorithm for solving an odd Magic Square is as follows (refer to 5 X 5 magic square below): 1. Always start on the top row in the middle column (i.e. that is where 1 goes) 2. In general, the next number will always be in the square which you get to when you move up in a diagonal fashion (one square up and one square to the right); 3. If, when moving in a diagonal fashion, you move out of the square on the top, then you go all the way down to last square at the bottom of that column (e.g. see movement below from 1 to 2 and also from 8 to 9) 4. If, when moving in a diagonal fashion, you move out of the square on the right side, you go all the way to left most column of that row (e.g. see movement below from 3 to 4 and also from 16 to 17) 5. If, when moving in a diagonal fashion, you clash with a number already in the square, you simply go down 1 square (e.g. see movement below from 5 to 6 and also from 20 to 21) 6. If, when moving in a diagonal fashion, you move out of the square on the topmost right side, you treat this also as a clash, and you simply move down 1 square (e.g. see movement below from 15 to 16 – note, however, this rule only ever happens once in every odd magic square) Following this algorithm, we can produce a 5X5 square as per below (note: I will refer to this as the original square where rotation = 0, this will become clearer in the section below where I explain the rotation parameter). START 17 24 1 15 23 14 16 20 22/

C++ for Engineers and Scientists
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ISBN:9781133187844
Author:Bronson, Gary J.
Publisher:Bronson, Gary J.
Chapter4: Selection Structures
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Problem 14PP
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This will become clearer in the following pages where I describe the rotation parameter in more detail.
The general algorithm for solving an odd Magic Square is as follows (refer to 5 X 5 magic square below):
1. Always start on the top row in the middle column (i.e. that is where 1 goes)
2. In general, the next number will always be in the square which you get to when you move up in a diagonal fashion (one square up and one square to the right);
3. If, when moving in a diagonal fashion, you move out of the square on the top, then you go all the way down to last square at the bottom of that column (e.g. see movement below
from 1 to 2 and also from 8 to 9)
4. If, when moving in a diagonal fashion, you move out of the square on the right side, you go all the way to left most column of that row (e.g. see movement below from 3 to 4 and also
from 16 to 17)
5. If, when moving in a diagonal fashion, you clash with a number already in the square, you simply go down 1 square (e.g. see movement below from 5 to 6 and also from 20 to 21)
6. If, when moving in a diagonal fashion, you move out of the square on the topmost right side, you treat this also as a clash, and you simply move down 1 square (e.g. see movement
below from 15 to 16 – note, however, this rule only ever happens once in every odd magic square)
Following this algorithm, we can produce a 5X5 square as per below (note: I will refer to this as the original
square where rotation = 0, this will become clearer in the section below where I explain the rotation
parameter).
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Transcribed Image Text:This will become clearer in the following pages where I describe the rotation parameter in more detail. The general algorithm for solving an odd Magic Square is as follows (refer to 5 X 5 magic square below): 1. Always start on the top row in the middle column (i.e. that is where 1 goes) 2. In general, the next number will always be in the square which you get to when you move up in a diagonal fashion (one square up and one square to the right); 3. If, when moving in a diagonal fashion, you move out of the square on the top, then you go all the way down to last square at the bottom of that column (e.g. see movement below from 1 to 2 and also from 8 to 9) 4. If, when moving in a diagonal fashion, you move out of the square on the right side, you go all the way to left most column of that row (e.g. see movement below from 3 to 4 and also from 16 to 17) 5. If, when moving in a diagonal fashion, you clash with a number already in the square, you simply go down 1 square (e.g. see movement below from 5 to 6 and also from 20 to 21) 6. If, when moving in a diagonal fashion, you move out of the square on the topmost right side, you treat this also as a clash, and you simply move down 1 square (e.g. see movement below from 15 to 16 – note, however, this rule only ever happens once in every odd magic square) Following this algorithm, we can produce a 5X5 square as per below (note: I will refer to this as the original square where rotation = 0, this will become clearer in the section below where I explain the rotation parameter). START 17 24 15 23 7 14 16 4 13 20 22
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ISBN:
9781133187844
Author:
Bronson, Gary J.
Publisher:
Course Technology Ptr