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Final Project Sudoku

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0% found this document useful (0 votes)
12 views

Final Project Sudoku

Uploaded by

tahin2808
Copyright
© © All Rights Reserved
Available Formats
Download as DOCX, PDF, TXT or read online on Scribd
You are on page 1/ 55

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Contents
0.Introduction.................................................................................................................................................4

I. Project Description......................................................................................................................................4

1. Project Background................................................................................................................................4

2. Task Description......................................................................................................................................4

3. Technical Requirements..........................................................................................................................5

II. Problem Description and Analysis..............................................................................................................6

1. Problem Statement.................................................................................................................................6

2. Data Requirements.................................................................................................................................6

3. Use Case Diagrams.................................................................................................................................7

4. System Requirements Specification........................................................................................................8

III. Overall System Design...............................................................................................................................9

1. Key Components.....................................................................................................................................9

2. System Architecture...............................................................................................................................9

3. Design Patterns Used..............................................................................................................................9

4. User Interface Design...........................................................................................................................10

IV. Detailed System Design...........................................................................................................................10

1.Data Flow Diagrams...............................................................................................................................10

2. Entity-Relationship Diagrams (Entities and Attributes:.........................................................................11

3. Class Diagrams......................................................................................................................................14
4. Sequence Diagrams..............................................................................................................................17

5.State Diagrams......................................................................................................................................20

6. Activity Diagrams..................................................................................................................................22

V. Problem Solving Methods.........................................................................................................................23

1. Principles and Algorithms:....................................................................................................................23

2. Mathematical Models:.........................................................................................................................24

3. Heuristic Approaches:...........................................................................................................................24

4.How to Solve sudoku game:..................................................................................................................24

VI. System Implementation......................................................................................................................30

1. Main Menu:........................................................................................................................................30

2. Game Interface:....................................................................................................................................31

3. Puzzle Generation:................................................................................................................................31
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4. Puzzle Solving Algorithm:.....................................................................................................................31

5. Additional Features:.............................................................................................................................31

VII. Data Structures and Flowcharts.............................................................................................................32

1. Core Data Structures:...........................................................................................................................32

2. Algorithm Flowcharts...........................................................................................................................32

VIII. Summary and Analysis of Implemented Functions...............................................................................34

1. Functional Overview.............................................................................................................................34

2. Performance Analysis...........................................................................................................................34

IX. Reflections and Summaries of the Project..............................................................................................35

1. Project Achievements...........................................................................................................................35

2. Challenges and Solutions......................................................................................................................35

3. Lessons Learned...................................................................................................................................36

4. Future Enhancements..........................................................................................................................36

X. Division of Work Within the Team............................................................................................................36

1. Code writer:..........................................................................................................................................36

2. Documentation.....................................................................................................................................37

3. Presentations maker:............................................................................................................................37

XI. Appendix................................................................................................................................................. 37

1. Source Code..........................................................................................................................................37

XII. Code Analysis:........................................................................................................................................ 44

XIII. Algorithm:..............................................................................................................................................45
XIV. Result:....................................................................................................................................................47

XV. Conclusion:.............................................................................................................................................53
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0.Introduction
Sudoku is a logic-based, combinatorial number-placement puzzle that has become one of the
most popular puzzle games worldwide. The objective of the game is to fill a 9x9 grid with
digits so that each column, each row, and each of the nine 3x3 subgrids contain all the digits
from 1 to 9. This project involves the development of an interactive Sudoku game using
Python and the Tkinter library for the graphical user interface (GUI).

The primary aim of this project is to create a user-friendly Sudoku game that provides players
with an engaging and challenging experience. The application is designed to generate valid
Sudoku puzzles, allow users to input their solutions, and provide immediate feedback on the
correctness of their inputs. Additionally, the game features different difficulty levels, a
solution solver, and the ability to load puzzles from external files.

In the following sections of this report, we will delve into the design and implementation
details of the Sudoku game, covering the key functionalities such as puzzle generation, grid
display, user interaction, and solution validation. We will also discuss the challenges faced
during development and the solutions implemented to overcome these challenges.

Through this project, we aim to demonstrate the application of programming concepts in


Python, GUI development using Tkinter, and the logic required to generate and solve Sudoku
puzzles. This project not only serves as a fun and educational tool for players but also as a
testament to the practical application of software development skills in creating an interactive
and functional application.

I. Project Description
1. Project Background
Sudoku is a logic-based number placement puzzle that has captivated enthusiasts around the
world. The objective is to fill a 9x9 grid with digits so that each column, each row, and each
of the nine 3x3 subgrids contain all of the digits from 1 to 9 without repetition. Originating in
Japan, Sudoku has become a popular brain-teasing pastime globally, appreciated for its
simple rules yet challenging solutions. This project aims to develop an interactive Sudoku
game utilizing Python and Tkinter, offering a digital platform for users to play, learn, and
improve their Sudoku-solving skills.

2. Task Description
The project involves the following key tasks:

Puzzle Generation: Develop an algorithm to generate valid and unique Sudoku puzzles of
varying difficulty levels.
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Graphical User Interface (GUI): Design and implement an intuitive and user-friendly
interface using Tkinter. The interface should include a 9x9 grid where users can input
numbers.

Interactive Features: Enable user interaction by allowing users to click on cells to input
numbers. Provide real-time feedback to indicate whether the input is correct.

Difficulty Levels: Offer multiple levels of difficulty (easy, medium, hard) to cater to both
beginners and advanced players.

Solver Functionality: Implement a feature to automatically solve the puzzle and display the
solution, assisting users who are stuck or learning.

External Puzzle Loading: Allow users to load Sudoku puzzles from external files for
enhanced versatility.

Input Validation: Ensure that user inputs are validated against Sudoku rules and provide
visual cues for errors.

Hints and Assistance: Optionally, include a hint system to help users by revealing a correct
number in a chosen cell.

3. Technical Requirements
Programming Language: The project will be implemented in Python, a versatile and
widely-used programming language.

GUI Library: Tkinter, a standard GUI library for Python, will be used to create the graphical
interface.

Core Functionalities:

Puzzle Generation: A robust algorithm to generate Sudoku puzzles that ensure each puzzle
has a unique solution.

Grid Display: A dynamic 9x9 grid that updates based on user interactions.

User Interaction Handling: Efficient methods to handle mouse clicks and keyboard inputs
for entering numbers.

Input Validation: Real-time checking of user inputs to ensure they comply with Sudoku
rules, with immediate feedback on correctness.

File Handling: Capability to read and load puzzles from external files in a specified format.

Additional Features:

Difficulty Levels: Adjustable settings to generate puzzles of varying difficulty to cater to a


wide range of players.
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Solver Algorithm: An algorithm to solve the puzzle and display the solution, useful for both
verification and educational purposes.

Hints System: A feature to provide hints, revealing correct numbers to assist users.

User-Friendly Interface: A visually appealing and easy-to-navigate interface to enhance user


experience.

By implementing these features, the project aims to create a comprehensive Sudoku game
that is both educational and entertaining, providing users with a platform to practice and
enhance their logical thinking and problem-solving skills.

II. Problem Description and Analysis


1. Problem Statement
The goal of this project is to develop an interactive Sudoku game with a user-friendly
interface, capable of generating, solving, and validating Sudoku puzzles. The application
should cater to various skill levels, provide hints, and allow users to load external puzzles.

2. Data Requirements
The data required for the project includes:

Predefined sets of Sudoku puzzles of varying difficulty levels.

Algorithms for puzzle generation and solving.

User inputs for Sudoku grid values.

External files containing Sudoku puzzles.


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3. Use Case Diagrams


Use case diagrams will illustrate the interactions between users and the system, covering
scenarios such as:

User Actions:

Register: Users can register for a new account.

Login: Registered users can log in to their accounts.

Logout: Users can log out of their accounts.

Select Difficulty: Users can choose the difficulty level of the Sudoku puzzle.
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Start Game: Users can start playing the Sudoku game.

Input Value: Users can input values into the Sudoku grid.

Request Hint: Users can request hints during the game.

Validate Solution: Users can validate their solution to the Sudoku puzzle.

Exit Game: Users can exit the Sudoku game.

System Actions:

Generate Puzzle: The system generates a new Sudoku puzzle.

Retrieve Puzzle: The system retrieves a saved Sudoku puzzle.

Submit Solution: Users can submit their solution to the puzzle.

Calculate Hint: The system calculates a hint for the user.

Validate Input: The system validates the user's input.

The arrows indicate the flow of interactions between the user and the system, depicting how
users engage with the application to play Sudoku.

4. System Requirements Specification


• Functional Requirements:

Puzzle Generation: Generate unique Sudoku puzzles at different difficulty levels.

User Interaction: Allow users to input numbers into the grid via mouse clicks and keyboard
inputs.

Input Validation: Check and provide feedback on the correctness of user inputs in real-time.

Puzzle Solving: Implement an algorithm to automatically solve and display the solution for
any given puzzle.

File Handling: Enable loading of Sudoku puzzles from external files.

Hints Provision: Provide hints to users by revealing correct numbers in the grid.

• Non-Functional Requirements:

User-Friendly Interface: Ensure the GUI is intuitive and easy to navigate.

Performance: The application should perform efficiently, providing quick responses to user
inputs and actions.
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Scalability: Design the system to handle additional features or increased data without
significant changes.

Reliability: Ensure the system is stable and free from errors or crashes.

Accessibility: Make the interface accessible to users with varying levels of technical
proficiency.

III. Overall System Design


1. Key Components
• Puzzle Generator:

The Puzzle Generator is responsible for creating new Sudoku puzzles. It generates puzzles of
varying difficulty levels, ensuring each puzzle is solvable and unique.

• Puzzle Solver:

The Puzzle Solver employs algorithms to automatically solve Sudoku puzzles. This
component ensures that any puzzle provided to the system can be solved efficiently.

• User Interface:

The User Interface (UI) provides a graphical platform for users to interact with the Sudoku
game. It allows users to input numbers, receive hints, and load external puzzles, offering an
intuitive and user-friendly experience.

• Validator:

The Validator checks the correctness of user inputs in real-time. It ensures that each number
entered adheres to Sudoku rules, providing immediate feedback and preventing invalid
moves.

2. System Architecture
The system architecture follows a modular design, where each key component operates
independently yet interacts seamlessly with others. This architecture promotes scalability and
ease of maintenance. The core modules include the Puzzle Generator, Puzzle Solver,
Validator, and User Interface, all coordinated through a central controller.

3. Design Patterns Used


The project employs several design patterns to enhance its functionality and maintainability:

Model-View-Controller (MVC): Separates the application's data, user interface, and control
logic, promoting modularity and ease of updates.
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Singleton: Ensures a single instance of critical components like the Puzzle Generator and
Puzzle Solver.

Observer: Facilitates real-time updates in the UI based on changes in the puzzle state or user
inputs.

4. User Interface Design


The User Interface design prioritizes usability and accessibility. Key features include:

A clean and simple layout with a clearly visible Sudoku grid.

Interactive elements for number input via mouse clicks and keyboard shortcuts.

Real-time feedback for incorrect inputs.

Accessible buttons for generating new puzzles, solving existing ones, and loading external
puzzles.

Hint functionality to assist users without overwhelming them.

IV. Detailed System Design

1.Data Flow Diagrams


Description:

User Interface: Facilitates user interactions and displays puzzle states.

Puzzle Generator: Generates new Sudoku puzzles based on user requests.

Puzzle Solver: Solves the puzzles either for validation or upon user request.

Validator: Checks user inputs for correctness and ensures puzzle rules are followed.

Explanation
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This Level 1 Data Flow Diagram (DFD) provides a detailed view of the interactions between the various
components within the Sudoku system:

User Interface: This component is responsible for capturing user inputs (such as generating a new puzzle,
solving a puzzle, and validating inputs) and displaying the results back to the user.

Puzzle Generator: When the user requests a new puzzle, this component generates the puzzle and sends
the puzzle data to the User Interface.

Puzzle Solver: When the user requests to solve a puzzle, this component processes the puzzle and
provides the solution or validation feedback to the User Interface.

Validator: This component checks the user's inputs for correctness and adherence to Sudoku rules,
providing validation feedback to the User Interface.

The diagram illustrates the flow of data between these components, emphasizing how user requests are
processed and how the results are returned to the user. This detailed view helps in understanding the
internal workings of the system, making it easier to identify potential areas for optimization and
improvement.

2. Entity-Relationship Diagrams (Entities and Attributes:

User:

UserID (Primary Key)

Username

Password

Email

Puzzle:

PuzzleID (Primary Key)

DifficultyLevel

GridData

Solution:

SolutionID (Primary Key)

PuzzleID (Foreign Key)

SolutionData
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GameSession:

SessionID (Primary Key)

UserID (Foreign Key)

PuzzleID (Foreign Key)

UserSolution

Validation:

ValidationID (Primary Key)

SessionID (Foreign Key)

ValidationResult
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Timestamp

Relationships:

User plays GameSession: Each user can have multiple game sessions.

GameSession is associated with Puzzle: Each game session corresponds to a puzzle.

GameSession is associated with Validation: Each game session can have multiple
validations.

Puzzle has Solution: Each puzzle has a corresponding solution.

Explanation:
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User Entity: Represents the users of the Sudoku game. It stores user details such as
username, password, and email.

Puzzle Entity: Stores information about the Sudoku puzzles, including the difficulty level
and the grid data (the initial state of the puzzle).

Solution Entity: Stores the solutions to the Sudoku puzzles.

GameSession Entity: Represents individual game sessions initiated by users. It tracks the
progress of users while playing a puzzle, including their solutions.

Validation Entity: Records the validation results for each game session, indicating whether
the user's solution is correct or not. It also includes a timestamp to track when the validation
occurred.

These entities and their relationships form the core structure of the Sudoku game database,
allowing for the storage and management of user data, puzzles, solutions, game sessions, and
validation results.

3. Class Diagrams
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Entities and Attributes:

User Class

Attributes:

userID: Unique identifier for the user.

username: User's name.

totalGamesWon: Total number of games the user has won.

Methods:
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register(): Method for user registration.

Puzzle Class

Attributes:

puzzleID: Unique identifier for the puzzle.

difficultyLevel: Difficulty level of the puzzle (e.g., easy, medium, hard).

gridData: The actual Sudoku puzzle grid data.

creationDate: Date when the puzzle was created.

Methods:

generatePuzzle(): Method to generate a new puzzle.

getPuzzle(): Method to retrieve a puzzle.

Solution Class

Attributes:

solutionID: Unique identifier for the solution.

puzzleID: Identifier of the puzzle associated with this solution.

solutionData: The solution data for the puzzle.

submissionDate: Date when the solution was submitted.

Methods:

submitSolution(): Method to submit a solution.

getSolution(): Method to retrieve a solution.

Validation Class

Attributes:

validationID: Unique identifier for the validation record.

sessionID: Identifier of the game session being validated.

validationResult: Result of the validation (e.g., valid, invalid).

timestamp: Date and time when the validation was performed.

Methods:

validateSolution(): Method to validate the user's solution.

getValidationResult(): Method to retrieve the validation result.

Relationships:
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User plays GameSession: Each user can have multiple game sessions.

GameSession is associated with Puzzle: Each game session corresponds to a puzzle.

GameSession is associated with Validation: Each game session can have multiple
validations.

Puzzle has Solution: Each puzzle has a corresponding solution.

Explanation:

User Entity: Represents the users of the Sudoku game. It stores user details such as
username, password, and email.

Puzzle Entity: Stores information about the Sudoku puzzles, including the difficulty level
and the grid data (the initial state of the puzzle).

Solution Entity: Stores the solutions to the Sudoku puzzles.

GameSession Entity: Represents individual game sessions initiated by users. It tracks the
progress of users while playing a puzzle, including their solutions.

Validation Entity: Records the validation results for each game session, indicating whether
the user's solution is correct or not. It also includes a timestamp to track when the validation
occurred.

These entities and their relationships form the core structure of the Sudoku game database,
allowing for the storage and management of user data, puzzles, solutions, game sessions, and
validation results.

4. Sequence Diagrams
Explanation:

Main Menu Interaction:

The user starts the game, and the main menu displays the puzzle options.

Puzzle Selection:

The user can either select a new puzzle or load a saved puzzle from the database.

Game Session Initialization:

The selected or loaded puzzle data is sent to initialize the game session, which is then displayed to the
user.

User Inputs:

The user inputs values into the Sudoku grid. Each input is validated in real-time.
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If the input is invalid, the system highlights the error. Valid inputs are saved to the database.

Requesting Hints:

The user can request hints during the game. The system calculates and provides the hint.

Validating the Solution:

The user can validate their solution at any point. The entire solution is checked, and the user is either
congratulated for a correct solution or informed of errors.

Saving Progress:

The user can save their progress, which updates the game state in the database.

Exiting the Game:

When the user decides to exit, the game state is saved again to ensure all progress is kept, and the user is
confirmed to exit.

This diagram covers the essential interactions and data flow within the system, capturing the complexity
and detail of the Sudoku game application.
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5.State Diagrams
The state diagram outlines the various states and transitions within the Sudoku game application. Here's a
breakdown of each state and transition:

Main Menu (Initial State): This is the starting point of the application. From here, the user can either
select a puzzle to play or choose to exit the game.

Puzzle Selection: When the user chooses to select a puzzle, they are directed to the puzzle selection
screen where they can choose a Sudoku puzzle to play. They also have the option to go back to the main
menu.

Game Play: Upon selecting a puzzle, the user enters the game play state. Here, they can interact with the
Sudoku grid, input values, validate their solution, solve the puzzle, or exit the game.

User Input: In this state, the user inputs values into the Sudoku grid. They can either validate their input
or return to the game play state.

Validation: If the user chooses to validate their solution, the application checks if the inputted values
adhere to Sudoku rules. After validation, the user can return to the game play state.

Solve Puzzle: If the user wants to solve the puzzle, the application provides the solution. After viewing the
solution, the user returns to the game play state.

Exit: If the user decides to quit the game, they are directed back to the initial state (Main Menu) to either
start a new game or exit the application.
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Each transition represents a user action or system response, guiding the user through the Sudoku game
experience.
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6. Activity Diagrams

Explanation:

Main Menu Interaction:


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The user is first presented with the main menu.

The user selects whether to start a new puzzle or load a saved one.

If a new puzzle is selected, it's generated and saved to the database. Otherwise, a saved
puzzle is retrieved from the database.

The game session is initialized, and the puzzle is displayed to the user.

Game Session:

The game loop starts, where the user inputs values into the Sudoku grid.

Each input is validated in real-time.

Valid inputs are saved to the database, while invalid inputs are highlighted as errors.

Hint Request:

The user can request hints during the game.

Hints are calculated and displayed to the user.

Solution Validation:

The user can validate their solution at any time.

The entire solution is validated.

If the solution is valid, the user is congratulated. Otherwise, errors are highlighted.

Saving Progress:

The user can save their progress, updating the game state in the database.

Exiting the Game:

When the user exits the game, the final game state is saved to the database.

This activity diagram captures the detailed flow of activities in a Sudoku game application,
covering the main menu, game session, hint requests, solution validation, and game state
management.

V. Problem Solving Methods


1. Principles and Algorithms:
The Sudoku solver employs backtracking, a fundamental algorithmic technique used to
explore all possible configurations in a systematic manner. Backtracking operates by
incrementally building a solution candidate and recursively exploring its extensions until a
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valid solution is found or deemed impossible. In the Sudoku context, the solver fills in each
empty cell with a candidate digit, ensuring that it satisfies the game's constraints. If a conflict
arises, indicating an invalid configuration, the solver backtracks and explores alternative
choices. This process continues until a valid solution for the entire puzzle is discovered. The
algorithm's efficiency relies on pruning the search space by identifying and avoiding futile
paths early in the exploration process.

2. Mathematical Models:
Mathematical models provide a theoretical framework for understanding Sudoku puzzles and
devising solution strategies. The solver leverages concepts from combinatorics, graph theory,
and permutation theory to analyze the puzzle's structure and constraints. For instance,
combinatorial techniques aid in counting the number of valid Sudoku grid configurations,
while graph theory facilitates the representation of Sudoku puzzles as constraint satisfaction
problems. Permutation theory informs strategies for arranging digits within rows, columns,
and blocks to satisfy the puzzle's rules. By applying mathematical models, the solver gains
insights into the inherent symmetries, patterns, and properties of Sudoku puzzles, guiding its
search for solutions.

3. Heuristic Approaches:
Heuristic approaches complement algorithmic techniques by providing rule-based strategies
to guide the search for solutions. The Sudoku solver employs heuristic rules such as naked
singles, hidden singles, and subset exclusion to efficiently prune the search space and identify
promising solution candidates. Naked singles involve identifying cells with only one possible
digit choice based on row, column, and block constraints. Hidden singles exploit the absence
of a digit in a row, column, or block to deduce its placement in a particular cell. Subset
exclusion rules eliminate candidate digits from cells based on their presence in intersecting
row, column, or block subsets. By incorporating these heuristic strategies, the solver
accelerates the solution process and reduces the computational complexity of solving Sudoku
puzzles.

4.How to Solve sudoku game:

Part 1: Identify "Low-Hanging Fruit"


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Start solving the Sudoku puzzle by focusing on the rows, columns, or squares with the fewest
empty spaces. These sections are easier to fill in and provide a good starting point.

Part 2: Process of Elimination

Look at the identified "low-hanging fruit" areas and determine the missing numbers. Use the
existing numbers in the surrounding rows, columns, and squares to eliminate possibilities.
For instance, if a row must contain 5, 6, and 7, and 6 and 7 are already present in adjacent
areas, the empty spot must be 5.

Part 3: Fill in the Blanks

Repeat the process of elimination in other low-hanging fruit areas. Check nearby numbers to
narrow down the possibilities and fill in the remaining spaces. This logical approach ensures
that you can solve the puzzle without guessing.
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Part 4: Build on Momentum

Every filled space in Sudoku helps solve the puzzle. Use the numbers just placed to find new
placements. For example, if a square is completed, use this to check adjacent squares for new
numbers. Fill in easy spaces by process of elimination and look for sections with few empty
spaces to maintain momentum.

Part 5: Complete the List

Quickly fill rows or columns with one missing number by checking which numbers are
absent. For example, if a row in a square is missing only one number, determine and place it.
Use this method to solve multiple spaces, rapidly advancing the puzzle's completion.
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Part 6: Fill Missing Numbers in Column

In a column with three missing numbers (2, 6, 7), use nearby squares to determine
placements. Place 2 at the top, 6 in the lower left of the top center square, and 7 in the
remaining space. Use this new information to complete the top center square with numbers 3,
4, and 5.

Part 7: Continue Solving with Row and Column

In the central column with two spaces left (2, 6), place 2 and 6 using nearby clues. In the
green row with two spaces left, eliminate possibilities to place 1 in the far-right space.
Progress by filling in numbers systematically, aiming to complete the remaining sections.
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Part 8: Fill Column and Square

Identify the missing number in the green column as 2 (marked in blue).

In the purple square, place 8 in the upper left, 1 in the lower right, and 3 in the remaining
space using nearby numbers.

Part 9: Complete Upper Left Square

For the orange square, place 4 in the upper left (using nearby numbers).

Complete the column with numbers 8 and 3 (marked in blue).


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Part 10: Fill Middle Row and Central Square

In the green row with three empty spaces, place 6 in the far left (using nearby numbers).

In the central orange square, place 3 in the lower right (using nearby numbers).

Fill the remaining space in the bottom row of the middle squares with 8 (marked in blue).

Part 11: Complete Central Column and Upper Left Square

In the green column, place 3 (left-center square) and 6 in the remaining space.

In the upper left purple square, place 8 (using nearby numbers).

In the orange row, place 5 (top row, center column of left-central square).
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Part 12: Use Sudoku.com “Solve” Tool

If stuck, use the "Solve" tool for assistance.

In the central orange square, if unsure, input guesses and check correctness.

Correctly identify 9 in the upper right corner of the central square using the tool.

By following these steps, you systematically solve the puzzle using logical deductions and
available tools for assistance.

VI. System Implementation


1. Main Menu:
The system implementation includes a main menu component designed to provide users with
essential functionalities and navigation options. The main menu serves as the entry point for
users to access different features of the Sudoku application. It offers options such as selecting
puzzle difficulty levels, loading puzzles from external files, and accessing additional features.
The implementation ensures a user-friendly interface with intuitive controls and clear
instructions to facilitate user interaction.
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2. Game Interface:
The game interface constitutes the central component of the Sudoku application, where users
interact with the puzzle grid and input their solutions. Implemented using the Tkinter library
in Python, the game interface presents a visually appealing and responsive grid layout for
displaying Sudoku puzzles. Users can input digits, validate their solutions, and access solving
algorithms and hints directly from the interface. The implementation focuses on providing a
seamless and immersive gaming experience while adhering to Sudoku rules and constraints.

3. Puzzle Generation:
The puzzle generation module is responsible for creating new Sudoku puzzles of varying
difficulty levels for users to solve. Leveraging randomization techniques and constraint-based
generation algorithms, the implementation generates puzzles with unique solutions while
ensuring solvability and logical progression. The system allows users to select difficulty
levels (easy, medium, hard) to customize their puzzle-solving experience. By incorporating
dynamic puzzle generation capabilities, the implementation offers endless gameplay
possibilities and challenges to users.

4. Puzzle Solving Algorithm:


The puzzle-solving algorithm forms the core of the Sudoku application, enabling automated
solution finding and validation. Implemented using backtracking and heuristic techniques, the
algorithm systematically explores possible digit placements within the puzzle grid, adhering
to Sudoku rules and constraints. It efficiently prunes the search space by identifying and
eliminating invalid configurations, ultimately leading to the discovery of valid puzzle
solutions. The implementation provides users with the option to request automated puzzle
solutions or hints to assist them in solving challenging puzzles.

5. Additional Features:
The system implementation incorporates various additional features to enhance the overall
user experience and functionality of the Sudoku application. These features may include:

Puzzle validation: Users can verify their solutions for correctness and accuracy.

Scramble functionality: Users can shuffle the puzzle grid to generate new configurations.

Save and load functionality: Users can save their progress and load previously saved puzzles
from external files.

User feedback and interaction: The application provides feedback on user actions,
highlighting correct or incorrect solutions and guiding users through the puzzle-solving
process.

Customization options: Users can customize the game interface, such as adjusting colors,
themes, and grid layouts, to suit their preferences.
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By integrating these additional features, the implementation aims to enrich the user
experience, promote engagement, and cater to diverse user preferences and requirements.

VII. Data Structures and Flowcharts


1. Core Data Structures:
grid: This 2-dimensional list represents the Sudoku grid. Each element of the grid holds a
numerical value representing the digit at that position. Initially, all cells are initialized to zero,
indicating empty cells.

entry_list: This list stores the Entry widgets representing the Sudoku grid cells. It is a nested
list where each sublist corresponds to a row of the Sudoku grid, and each element within the
sublist represents an Entry widget corresponding to a cell in that row.
grid = [[0, 0, 0, 0, 0, 0, 0, 0, 0], [0, 0, 0, 0, 0, 0, 0, 0, 0], [0, 0, 0, 0,
0, 0, 0, 0, 0],

[0, 0, 0, 0, 0, 0, 0, 0, 0], [0, 0, 0, 0, 0, 0, 0, 0, 0], [0, 0, 0, 0,


0, 0, 0, 0, 0],

[0, 0, 0, 0, 0, 0, 0, 0, 0], [0, 0, 0, 0, 0, 0, 0, 0, 0], [0, 0, 0, 0,


0, 0, 0, 0, 0]]

This grid variable serves as the central data structure throughout the program, facilitating
Sudoku puzzle creation, solving, and display.

2. Algorithm Flowcharts
The Sudoku solver program follows a recursive backtracking algorithm to solve the puzzle.
Below is a flowchart outlining the key steps of this algorithm:

[Algorithm Flowchart Image]

Start: Begin the Sudoku solving algorithm.

Select Cell: Choose the next empty cell in the grid.

Try Values: For the selected cell, try each possible value (1 to 9) that doesn't violate the
Sudoku rules.

Valid Value? Check if the selected value is valid for the cell (no conflicts in the row, column,
or 3x3 subgrid).

Place Value: If the value is valid, place it in the cell.


P a g e | 33

Recursive Call: Recursively call the solver function to continue solving the remaining empty
cells.

Backtrack: If no valid value is found or the puzzle cannot be solved with the current
configuration, backtrack to the previous cell and try a different value.

Solution Found? Repeat the process until a solution is found or all possibilities are
exhausted.

3. Process Flowcharts

The process flowchart outlines the main steps involved in the Sudoku solver program,
including puzzle generation, user input, solving, and validation. Here's a detailed breakdown:

[Process Flowchart Image]

Start: Begin the Sudoku solver program.

Generate Puzzle: Generate a Sudoku puzzle with a specified difficulty level (easy, medium,
hard).

Display Puzzle: Display the generated puzzle to the user for solving.

User Input: Allow the user to interact with the puzzle by entering values into empty cells.

Submit: Upon submission, validate the user's solution:

Check for duplicate values in rows, columns, and 3x3 subgrids.

Highlight incorrect entries and provide feedback to the user.

Solve: Optionally, provide a solution to the puzzle upon request.

Load from File: Allow the user to load a Sudoku puzzle from a text file.

Reset: Clear the puzzle and generate a new one.

End: Terminate the program or loop back to any previous step as needed.

These flowcharts provide a comprehensive overview of the program's functionality and the
logic behind Sudoku puzzle generation, solving, and user interaction.
P a g e | 34

VIII. Summary and Analysis of Implemented Functions


1. Functional Overview
The implemented functions in the Sudoku solver program provide comprehensive
functionality for puzzle generation, solving, user interaction, and validation. Here's an
overview of the key features:

Puzzle Generation: The program can generate Sudoku puzzles of varying difficulty levels
(easy, medium, hard) based on user selection. The generated puzzles adhere to Sudoku rules
and ensure a unique solution.

User Interface: The graphical user interface (GUI) allows users to interact with the Sudoku
grid, input values, and submit their solutions. The interface provides visual feedback on
correct and incorrect entries.

Solution: Users have the option to request a solution to the puzzle, which the program
generates using a recursive backtracking algorithm.

Validation: Upon submission, the program validates the user's solution, checking for
duplicate values in rows, columns, and 3x3 subgrids. Incorrect entries are highlighted,
providing immediate feedback to the user.

File Loading: Users can load Sudoku puzzles from text files, allowing for external puzzle
sources and customization.

Reset: The program provides a reset function to clear the current puzzle and generate a new
one, facilitating multiple solving attempts.

2. Performance Analysis
The performance of the Sudoku solver program is influenced by several factors:

Complexity: The complexity of puzzle generation and solving algorithms impacts program
performance. While the backtracking algorithm ensures a solution for any valid Sudoku
puzzle, the time taken to solve puzzles may vary based on their difficulty.

User Interaction: The responsiveness of the user interface affects the overall user
experience. Efficient handling of user inputs, updates to the GUI, and validation checks
contribute to smooth interaction.

File Operations: Loading puzzles from external files may introduce latency, depending on
file size and I/O operations. Efficient file handling can mitigate potential performance
bottlenecks.

Algorithm Efficiency: Optimizing the solving algorithm and data structures can improve
overall performance, reducing solving time and resource consumption.
P a g e | 35

3. User Feedback and Testing Results

User feedback and testing play a crucial role in evaluating the program's usability, accuracy,
and performance. Here are some considerations:

Usability: User feedback on the interface design, ease of use, and intuitiveness can inform
improvements to the user experience.

Accuracy: Testing the program with various Sudoku puzzles ensures accurate solving and
validation. Any discrepancies or errors in solution generation or validation need to be
addressed.

Performance: Testing the program's performance with puzzles of different sizes and
difficulties helps identify bottlenecks and areas for optimization. Feedback on responsiveness
and solving speed guides performance improvements.

Bug Reports: Users may encounter unexpected behavior or errors while using the program.
Gathering and addressing bug reports contribute to the program's reliability and stability.

Overall, user feedback and testing results provide valuable insights for refining the Sudoku
solver program, enhancing its functionality, and improving user satisfaction. Regular updates
and iterations based on feedback ensure a robust and reliable Sudoku-solving experience.

IX. Reflections and Summaries of the Project


1. Project Achievements
The project successfully achieved the following milestones:

Development of a functional Sudoku solver program with a graphical user interface (GUI).

Implementation of puzzle generation, solving, user interaction, and validation features.

Integration of file loading functionality for loading Sudoku puzzles from external sources.

Provision of feedback mechanisms for correct and incorrect user submissions.

Creation of an intuitive and responsive user interface for smooth interaction.

2. Challenges and Solutions


Throughout the project, several challenges were encountered, including:

Designing efficient algorithms for puzzle generation and solving to ensure optimal
performance.

Implementing robust validation checks to handle user input and ensure puzzle correctness.
P a g e | 36

Balancing complexity and simplicity in the user interface design to provide a seamless user
experience.

These challenges were addressed through thorough testing, iterative development, and
collaboration among team members. Solutions were devised by optimizing algorithms,
refining validation processes, and incorporating user feedback.

3. Lessons Learned
The project provided valuable insights and lessons, including:

Importance of algorithm efficiency: Optimizing algorithms and data structures significantly


impacts program performance and user experience.

User-centric design: Prioritizing user needs and feedback enhances the usability and
effectiveness of the application.

Agile development practices: Iterative development and frequent testing are essential for
identifying issues early and delivering a high-quality product.

4. Future Enhancements
Moving forward, potential enhancements and areas for improvement include:

Adding additional features such as timer functionality and difficulty customization.

Implementing support for multiple puzzle sizes and variations.

Enhancing the user interface with customizable themes and settings.

Integrating social features for sharing puzzles and competing with other users.

Continued development and iteration based on user feedback will ensure the ongoing
improvement and refinement of the Sudoku solver program.

X. Division of Work Within the Team


1. Code writer:
The coding tasks were divided among team members according to their strengths and
preferences. Each member took responsibility for specific modules or functionalities within
the project. For instance, one member focused on the backend logic and algorithms, while
another concentrated on the frontend user interface. Regular code reviews and collaborative
discussions ensured consistency and quality across the codebase.

2. Documentation
Documentation responsibilities were assigned based on each team member's expertise and
availability. One member took the lead in drafting the project's technical documentation,
P a g e | 37

outlining system architecture, data structures, and algorithms used. Another member focused
on user manuals and guides to facilitate seamless usage of the software. Documentation was
regularly reviewed and updated to reflect any changes or enhancements made during the
development process.

3. Presentations maker:
The preparation and delivery of presentations were organized collaboratively among team
members. Each member contributed to the creation of presentation materials, including
slides, visuals, and demonstrations. Roles were assigned based on individual strengths, with
some members focusing on content creation, while others handled presentation delivery.
Regular practice sessions ensured smooth coordination and effective communication during
presentations.

XI. Appendix
1. Source Code
import tkinter as tk
from tkinter import filedialog
import random

grid = [[0, 0, 0, 0, 0, 0, 0, 0, 0],


[0, 0, 0, 0, 0, 0, 0, 0, 0],
[0, 0, 0, 0, 0, 0, 0, 0, 0],
[0, 0, 0, 0, 0, 0, 0, 0, 0],
[0, 0, 0, 0, 0, 0, 0, 0, 0],
[0, 0, 0, 0, 0, 0, 0, 0, 0],
[0, 0, 0, 0, 0, 0, 0, 0, 0],
[0, 0, 0, 0, 0, 0, 0, 0, 0],
[0, 0, 0, 0, 0, 0, 0, 0, 0]]

root = tk.Tk()
root.title("Sudoku")
root.minsize(width=700, height=635)
root.configure(background="#CCCCCC") # Changed background color

title = tk.Label(root, text='Sudoku', fg="#382888", font="Geneva 30",


bg="#CCCCCC") # Changed background color
title.pack()

box = tk.Canvas(root, width=435, height=435, background="#FFFFFF", bd=6,


highlightthickness=6)
box.pack()

entry_list = []
var = []
P a g e | 38

done = False
difficulty = 20 # Default difficulty level

# Timer variables
seconds = 0
minutes = 0
timer_label = tk.Label(root, text="Time: 00:00", fg="#000000", font="Geneva
20", bg="#CCCCCC")
timer_label.pack(pady=10)

def update_timer():
global seconds, minutes
seconds += 1
if seconds == 60:
seconds = 0
minutes += 1
time_str = f"Time: {minutes:02}:{seconds:02}"
timer_label.config(text=time_str)
root.after(1000, update_timer) # Call this function again in 1 second

def one_grid(row):
global grid, entry_list
validate_digit = row.register(validate_input)
for i in range(3):
for j in range(3):
entry = tk.Entry(row, textvariable=tk.StringVar(), width=2,
fg="white", font="Geneva 30 bold", bg="#000000", justify=tk.CENTER)
entry.config(validate="key", validatecommand=(validate_digit,
'%P'))
entry_list.append(entry)
entry.grid(row=i, column=j)

def validate_input(value):
return value.isdigit() and 1 <= int(value) <= 9 or value == ""

def display_val():
global entry_list
for u in range(9):
for y in range(9):
idx = u * 9 + y
entry = entry_list[idx]
entry.delete(0, tk.END)
if grid[u][y] != 0:
entry.insert(0, grid[u][y])
entry.configure(bg="#00FFFF", fg="#000000")
else:
entry.configure(bg="#FFFFFF", fg="#000000")
P a g e | 39

def create_sudoku(difficulty):
global grid
clear()
for entry in entry_list:
entry.delete(0, tk.END)
amount = difficulty

for _ in range(amount):
y = random.randint(0, 8)
x = random.randint(0, 8)
num = random.randint(1, 9)
if stay(num, x, y):
grid[y][x] = num
display_val()

def set_difficulty(level):
global difficulty
if level == 'Easy':
difficulty = 20
elif level == 'Medium':
difficulty = 30
else:
difficulty = 40
create_sudoku(difficulty)

difficulty_frame = tk.Frame(root, bg="#CCCCCC") # Changed background color


difficulty_frame.pack(pady=10)

easy_button = tk.Button(difficulty_frame, text="Easy", bg="#90EE90",


fg="#000000", border=8, command=lambda: set_difficulty('Easy'), width=8,
height=2) # Changed colors and size
easy_button.grid(row=0, column=0, padx=5)

medium_button = tk.Button(difficulty_frame, text="Medium", bg="#FAFAD2",


fg="#000000", border=8, command=lambda: set_difficulty('Medium'), width=8,
height=2) # Changed colors and size
medium_button.grid(row=0, column=1, padx=5)

hard_button = tk.Button(difficulty_frame, text="Hard", bg="#F08080",


fg="#000000", border=8, command=lambda: set_difficulty('Hard'), width=8,
height=2) # Changed colors and size
hard_button.grid(row=0, column=2, padx=5)

def clear():
global grid, seconds, minutes
grid = [[0 for _ in range(9)] for _ in range(9)]
seconds = 0
minutes = 0
P a g e | 40

timer_label.config(text="Time: 00:00")

def stay(num, x, y):


for e in range(9):
if grid[y][e] == num or grid[e][x] == num:
return False

start_row, start_col = 3 * (y // 3), 3 * (x // 3)


for i in range(3):
for j in range(3):
if grid[start_row + i][start_col + j] == num:
return False
return True

def pressed_solve():
global grid, done
done = False
if solver():
display_val()
else:
print("No solution exists")

def solver():
global grid
empty_cell = find_empty_cell_with_fewest_possibilities()
if not empty_cell:
return True # Puzzle solved successfully
row, col = empty_cell
for num in range(1, 10):
if stay(num, col, row):
grid[row][col] = num
if solver():
return True
grid[row][col] = 0
return False

def find_empty_cell_with_fewest_possibilities():
min_possibilities = 10 # More than the maximum possible values (1-9)
best_cell = None
for i in range(9):
for j in range(9):
if grid[i][j] == 0:
possibilities = sum(1 for num in range(1, 10) if stay(num, j,
i))
if possibilities < min_possibilities:
min_possibilities = possibilities
best_cell = (i, j)
return best_cell
P a g e | 41

def find_empty_cell():
for i in range(9):
for j in range(9):
if grid[i][j] == 0:
return (i, j)
return None

def load_sudoku_from_file():
file_path = filedialog.askopenfilename(filetypes=[("Text files",
"*.txt")])
if file_path:
try:
with open(file_path, 'r') as file:
lines = file.readlines()
for i in range(len(lines)):
values = lines[i].split()
for j in range(len(values)):
if values[j].isdigit():
grid[i][j] = int(values[j])
display_val()
except Exception as e:
print("Error loading Sudoku from file:", e)

def submit():
if is_sudoku_correct():
correct()
else:
wrong()

def correct():
root.configure(background="#00FF00")
title.config(fg="#000000", text="Correct")
root.after(2100, reset_background_color)

def wrong():
root.configure(background="#FF0000")
title.config(fg="#000000", text="Try Again")
root.after(2100, reset_background_color)

def reset_background_color():
root.configure(background="#CCCCCC")
title.config(fg="#382888", text="Sudoku")

def is_sudoku_correct():
for i in range(9):
for j in range(9):
if grid[i][j] == 0:
P a g e | 42

return False
for x in range(9):
if j != x and grid[i][j] == grid[i][x]:
return False
for y in range(9):
if i != y and grid[i][j] == grid[y][j]:
return False
start_row, start_col = 3 * (i // 3), 3 * (j // 3)
for row in range(start_row, start_row + 3):
for col in range(start_col, start_col + 3):
if row != i and col != j and grid[i][j] == grid[row]
[col]:
return False
return True

def hint():
global grid
empty_cells = [(i, j) for i in range(9) for j in range(9) if grid[i][j] ==
0]
if empty_cells:
row, col = random.choice(empty_cells)
valid_numbers = [num for num in range(1, 10) if stay(num, col, row)]
if valid_numbers:
hint_value = random.choice(valid_numbers)
grid[row][col] = hint_value
display_val()

def reset():
clear()
for entry in entry_list:
entry.delete(0, tk.END)
title.config(text='Sudoku')
create_sudoku(difficulty)

row1 = tk.Canvas(box, width=120, height=120, background="#282828", bd=10,


highlightthickness=10)
one_grid(row1)
row1.place(x=0, y=0)
row2 = tk.Canvas(box, width=120, height=120, background="#282828", bd=10,
highlightthickness=10)
one_grid(row2)
row2.place(x=150, y=0)
row3 = tk.Canvas(box, width=120, height=120, background="#282828", bd=10,
highlightthickness=10)
one_grid(row3)
row3.place(x=300, y=0)
P a g e | 43

row4 = tk.Canvas(box, width=120, height=120, background="#282828", bd=10,


highlightthickness=10)
one_grid(row4)
row4.place(x=0, y=150)
row5 = tk.Canvas(box, width=120, height=120, background="#282828", bd=10,
highlightthickness=10)
one_grid(row5)
row5.place(x=150, y=150)
row6 = tk.Canvas(box, width=120, height=120, background="#282828", bd=10,
highlightthickness=10)
one_grid(row6)
row6.place(x=300, y=150)

row7 = tk.Canvas(box, width=120, height=120, background="#282828", bd=10,


highlightthickness=10)
one_grid(row7)
row7.place(x=0, y=300)
row8 = tk.Canvas(box, width=120, height=120, background="#282828", bd=10,
highlightthickness=10)
one_grid(row8)
row8.place(x=150, y=300)
row9 = tk.Canvas(box, width=120, height=120, background="#282828", bd=10,
highlightthickness=10)
one_grid(row9)
row9.place(x=300, y=300)

button_frame = tk.Frame(root, bg="#CCCCCC") # Changed background color


button_frame.pack(side=tk.TOP, pady=10)

load_btn = tk.Button(button_frame, text="Input", bg="#1E90FF", fg="#000000",


command=load_sudoku_from_file, border=8, width=5, height=1, font="Geneva 15
bold")
load_btn.pack(side=tk.LEFT, padx=10)

hint_btn = tk.Button(button_frame, text="Hint", bg="#ffbf00", fg="#000000",


command=hint, width=5, border=8, height=1, font="Geneva 15 bold")
hint_btn.pack(side=tk.LEFT, padx=10)

submit_btn = tk.Button(button_frame, text="Submit", bg="#e6e6fa",


fg="#000000", command=submit, border=8, width=15, height=2, font="Geneva 15
bold")
submit_btn.pack(side=tk.LEFT, padx=10)

reset_btn = tk.Button(button_frame, text="Reset", bg="#726ead", fg="#000000",


command=reset, width=5, border=8, height=1, font="Geneva 15 bold")
reset_btn.pack(side=tk.LEFT, padx=10)
P a g e | 44

solve_btn = tk.Button(button_frame, text="Solve", bg="#76eec6", fg="#000000",


command=pressed_solve, border=8, width=5, height=1, font="Geneva 15 bold")
solve_btn.pack(side=tk.LEFT, padx=10)

update_timer() # Start the timer


root.mainloop()

XII. Code Analysis:

Importing Libraries:

The code imports the necessary modules from the tkinter library for creating GUI
applications and the filedialog module for file input/output operations.

Additionally, the random module is imported to generate random numbers.

Initializing Variables:

A 9x9 grid (grid) is initialized to store the Sudoku puzzle.

Various variables like root, entry_list, var, done, difficulty, seconds, minutes are initialized
to manage the game state and timer.

GUI Initialization:

The GUI components such as the main window (root), title label (title), canvas (box), and
timer label (timer_label) are created and configured with appropriate settings.

Functions:

update_timer(): This function updates the timer label every second to display the elapsed
time.

one_grid(row): Creates a 3x3 grid of entry widgets within a canvas row.

validate_input(value): Validates the input value to ensure it's a digit between 1 and 9.

display_val(): Updates the displayed Sudoku grid based on the current state stored in the
grid variable.

create_sudoku(difficulty): Generates a Sudoku puzzle with a specified difficulty level.

set_difficulty(level): Sets the difficulty level of the Sudoku puzzle.


P a g e | 45

clear(): Resets the Sudoku grid and timer.

stay(num, x, y): Checks if placing a number num at position (x, y) in the grid is valid.

pressed_solve(): Initiates the solving process of the Sudoku puzzle.

solver(): Recursively solves the Sudoku puzzle using backtracking.

find_empty_cell_with_fewest_possibilities(): Finds the empty cell with the fewest valid


possibilities.

find_empty_cell(): Finds the first empty cell in the Sudoku grid.

load_sudoku_from_file(): Loads a Sudoku puzzle from a text file.

submit(): Validates and checks if the current Sudoku grid is correct.

correct(), wrong(), reset_background_color(): Functions to handle the background color


and text of the title label based on correctness.

is_sudoku_correct(): Checks if the current Sudoku grid is correct.

hint(): Provides a hint by filling in one empty cell with a valid number.

reset(): Resets the Sudoku puzzle to its initial state.

GUI Layout:

The Sudoku grid is divided into nine 3x3 regions using nine canvas elements (row1 to row9),
each containing nine entry widgets representing the Sudoku cells.

Buttons for input, hint, submit, reset, and solve operations are packed into a frame
(button_frame) at the top of the window.

Main Loop:

The update_timer() function is called to start the timer, and the root.mainloop() function is
invoked to run the GUI application.

This code provides the functionality for playing Sudoku, including generating puzzles,
solving them, and checking correctness, all within a Tkinter-based graphical interface.

XIII. Algorithm:
Initialization:

Initialize the Sudoku grid (grid) as a 9x9 list of lists, and set up necessary variables and GUI
components.

GUI Setup:
P a g e | 46

Create the main window (root), title label (title), canvas (box), timer label (timer_label), and
buttons for various operations.

Arrange the Sudoku grid into nine 3x3 regions using canvas elements (row1 to row9), with
each containing nine entry widgets representing the Sudoku cells.

Timer Update:

Implement the update_timer() function to update the timer label every second, displaying
the elapsed time since the game started.

Sudoku Grid Functions:

Define functions for generating Sudoku puzzles (create_sudoku(difficulty)), setting


difficulty levels (set_difficulty(level)), clearing the grid and timer (clear()), checking the
validity of placing a number (stay(num, x, y)), and solving the puzzle (solver()).

Input Operations:

Implement functions for loading Sudoku puzzles from files (load_sudoku_from_file()),


providing hints (hint()), submitting the solution for validation (submit()), resetting the puzzle
(reset()), and solving the puzzle (pressed_solve()).

Validation and Correctness Checking:

Implement functions for validating user inputs (validate_input(value)) and checking the
correctness of the Sudoku grid (is_sudoku_correct()).

Display appropriate feedback messages (correct(), wrong(), reset_background_color())


based on the correctness of the solution.

Main Loop:

Start the timer (update_timer()) and run the Tkinter GUI application using root.mainloop().

User Interaction:

Allow users to interact with the Sudoku grid by entering numbers, loading puzzles from files,
receiving hints, submitting solutions, resetting puzzles, and solving puzzles.

Solving Algorithm:

Implement a backtracking algorithm (solver()) to recursively solve the Sudoku puzzle by


filling in empty cells with valid numbers based on the current state of the grid and the rules of
Sudoku.

Hint Functionality:

Provide a hint by randomly filling in one empty cell with a valid number, if such a number
exists based on the current state of the grid.
P a g e | 47

This algorithm outlines the main operations and functionalities of the provided code for
playing Sudoku within a Tkinter GUI environment.

XIV. Result:
Interface:

This is the interface of the code.

Difficulty:
P a g e | 48

Easy:

This is the EASY mode of this game.

Medium:

This is the medium stage of this game.


P a g e | 49

3.Hard:

This is the hard stage of the game.

Submit:

This is the submit botton of this game. Gamer submit his solution by clicking this butoon.
P a g e | 50

If gmaer solution is wrong then the colour of the game background became Red and gamer see “Try
again” in the top of the game.

If user give wrong solve .

If the solve of the gamer is right then the colour of the game background changed into Green and gamer
see correct in the top of the game.

If gamer correctly solve the game.

Solve Button:
P a g e | 51

After clicking solve button the game will solve automatically.

Reset:
P a g e | 52

After clicking reset button the game will be reset.


Load From File:
P a g e | 53

XV. Conclusion:
The completion of the Sudoku game project marks the culmination of a challenging yet rewarding
endeavor in software development. Through this project, several key objectives were achieved,
contributing to a comprehensive and functional application.

Achievements:
P a g e | 54

1. Graphical User Interface (GUI): The implementation of a user-friendly GUI using Tkinter
facilitated intuitive interaction with the Sudoku game. Users can effortlessly input numbers,
receive hints, submit solutions, and reset puzzles with minimal effort.

2. Sudoku Generator and Solver: The project successfully integrates algorithms for generating new
Sudoku puzzles of varying difficulties and solving them. The Sudoku generator ensures the
creation of unique and solvable puzzles, while the solver enables users to receive assistance or
validate their solutions.

3. Timer and Feedback Mechanisms: A timer feature accurately tracks the elapsed time during
gameplay, enhancing the gaming experience. Additionally, feedback mechanisms provide instant
validation of user submissions, offering encouragement for correct solutions and guidance for
incorrect ones.

4. Input Validation and Error Handling: Robust input validation mechanisms ensure that users
adhere to Sudoku rules when entering numbers. Furthermore, comprehensive error handling
mechanisms gracefully handle exceptions, enhancing the robustness and reliability of the
application.

Challenges and Solutions:

1. Algorithm Optimization: Optimizing the Sudoku solver algorithm to efficiently handle large
puzzle grids posed a significant challenge. This was addressed through careful analysis and
implementation of backtracking algorithms, ensuring timely and accurate puzzle solutions.

2. GUI Design and Layout: Designing an aesthetically pleasing and intuitive GUI layout while
accommodating the complexities of the Sudoku grid presented design challenges. These were
overcome through iterative prototyping, user testing, and refinement of the interface design.

3. Cross-platform Compatibility: Ensuring cross-platform compatibility and responsiveness across


different devices and screen sizes required meticulous attention to detail during GUI
development. Utilizing Tkinter's flexible layout management and responsive design techniques
helped mitigate these challenges.

Lessons Learned:

1. Team Collaboration: Collaborating effectively within a team facilitated the efficient division of
tasks, ensuring timely completion of project milestones and fostering a sense of shared
ownership and responsibility.

2. Software Development Lifecycle: Following a structured software development lifecycle,


including requirements gathering, design, implementation, testing, and deployment, proved
instrumental in maintaining project momentum and achieving project goals.

3. User-Centric Design: Prioritizing user experience and incorporating user feedback iteratively
throughout the development process led to the creation of a more intuitive and engaging Sudoku
game.

Future Enhancements:
P a g e | 55

1. Additional Features: Explore the integration of additional features such as multiplayer mode,
online leaderboards, and customizable themes to enhance the gameplay experience.

2. Accessibility Improvements: Implement accessibility features to cater to users with visual


impairments or disabilities, ensuring inclusivity and broadening the game's appeal.

3. Performance Optimization: Further optimize algorithms and codebase to improve performance


and reduce computational overhead, especially for large puzzle grids and complex operations.

In conclusion, the Sudoku game project represents a significant milestone in software development,
combining technical proficiency with creativity and user-centric design principles. While the project has
achieved its primary objectives, there remains ample opportunity for future enhancements and
refinements to further elevate the gaming experience and broaden its impact.

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