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mmmmmmmmmmmmmmmmmmmmmmmmmmmmmm?kkkkkkkkkkkkkkkkkkkkkkkkkkGamesSudokuUnfiledSave StateCan't save state while setting up game.OKSelect GameNo saved games!OKSudoku"^1" already exists.ReplaceRenameCancelSudokuNot implementedOKMRewindNo save points. Restart from beginning?YesNoDelete GameAre you sure?YesNoSudokuGame complete!OKShow HintHints not available while setting up game.OKSudokuCannot edit starting digit.OKPRewindGo to most recent save point? This cannot be undone!YesNoOSave StateAdd current state as a new save point?YesNoNRewindAlready at game start. Edit the game?YesNoUShow HintNo hint available.OKSudokuResolve cell conflicts first.OKSolveNo solution. Fill in the cells that were solved?YesNodPasteNo Sudoku game in the clipboard.OKSudokuGame generated.OKHintHint found using brute force.OKRename GameA game with that name already exists.ReplaceBackRename GameCannot rename to the name of the current game.OKSolveGame solved. Fill in cells?YesNoPencil Legal MovesSome pencilmarks are hidden. Which do you want to fill in?VisibleAllCancelSudokuStill setting up game.OKBeam GameCould not beam game.OKCheckSome mistakes were found. What do you want to do?EraseUndoShowCancelSolve LogNo log entries.CloseHintSolveSolve Log Entry^1.OKMoreSudokuPalm OS 3.0 or later is required.OKCheckNo mistakes found.OKUndoNo more undos.OKRedoNo more redos.OKGoGame has no solutions.PlayEditCheckGame has no solutions.OKGoGame has ^1 solutions.PlayEditCheckGame has ^1 solutions.OKErase PencilmarksSome pencilmarks are hidden. Which do you want to erase?VisibleAllCancelShow HintEnter hint (^1) into game?YesNoExplain...CopyCopy which digits?StartingAllCancelGoNo digits entered. Copy digits from a game in a newspaper, magazine, web site, etc, or make a random game by selecting New from the Game menu.OKNew gameProblem generating game. Please try again.OKSudokuCould not open game database.OK@SudokuSome solved cells have incorrect solutions. Solvers will not work correctly.ContinueShowCancelShow HintCannot provide a hint as some pencilmarks are incorrect. You can erase all pencilmarks, or replace them with correct ones.EraseReplaceClose
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DCopyright 200510
by Andrew Gregory,http://www.scss.com.au/
family/andrew/
pdas/palm/myprogs/sudoku/<%OKTSudoku is free, however a
donation via Paypal would be
greatly appreciated. See my
web page. Mmmm, beer. Thanks!2
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R~Preferences%OK0%CancelYShow illegal digitscMinimum autooff:X,<BDefault1 minute2 minutes3 minutes4 minutes5 minutesXc95 minutesDisable colour backgrounds3Use hardkeys for left/right?One tap opens cell edit formWvGenerate dims backlight'mGray completed digitsKHide illegal digits in cell edit form28f
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,HdGame DetailsName: Category:: .Unfiled:ZH0$OK20$Cancel^0$Delete: P722FF<J=Please wait2n0F hRename gameGNew name:H>ZHI %OKJ0 %Cancel!2L (F`~*<N`r"8NbvPencilmark Preferences*%ColouredPGray`55Hide all$OK/$Cancel *55Show all
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Draw:OOFixed positions[?Auto erase*BcShow only fast digitgfAuto set single digits2 bzSolver Log$Doney,Explain...^&Solve to2,r
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<Max Strategy: dc Basic rulesS. number setsPairs/triples,Box linesS. linked pairs (LP)S. Swordfish (SF)C. number setsColouring,C. LP,C. SFNishioBrute forceKfColouring, C. LP, C. SF`$OK1`$Cancel2x h,Solver PreferencesvAllow brute force solvingvAllow shallow lookahead'Solvers ignore pencilmarks%OK0%CancelSetting Up The Game
The application starts in "game entry" mode, as indicated by the "Go" button. Tap on the game grid and select the number for each position. Selecting the same number again will deselect it. You can also directly enter each digit, either via Graffiti or a keyboard (if you have one), the cursor will automatically move to the right after each digit. Enter a zero to clear a cell. Backspace and Space move back/forward. Illegally placed digits will be circled.
When you have finished setting up the board, tap "Go" to start playing. The game will be checked for multiple or no solutions. If either are found, you can return to editing and fix the game.Playing The Game
Use the direction or 5way pad to move the highlight around. Press center to edit the cell. You can also tap to select and edit a cell. Digits may be directly entered via Graffiti or the keyboard. Illegally placed digits will be circled.
Tapping the Rewind button will go back to the most recent save point, or back to the beginning if there are no save points. If you're already at the beginning, you will be able to enter the game editing mode.Ticks next to a game indicate that it has been solved.
Time is shown with a ' or a : to indicate minutes'seconds or hours:minutes.Sudoku is a logic game that has been popular in Japan for more than 20 years.
The aim of the game is to complete a 99 grid so that every row, every column and each of the nine 33 subdivisions all contain the numbers from 1 to 9 inclusive  without any repeats or omissions.
This Palm application assists you playing games as found in newspapers and online. Show illegal digits: Cells set to values not legal according to the rules are circled. Note that a legal cell value is not necessarily the correct value.
Disable colour backgrounds: On devices that support colour, prevents the background of cells from being shaded in various colours according to the digit. Pencilmarks are still gray, and userentered digits are still blue.
Use hardkeys for left/right: Enable this option on devices with only up/down buttons. It captures the second and third hardkeys
(the ones to the immediate left/right of the up/down buttons) to move the highlight left/right.
One tap opens cell edit form: With this ticked, tapping a cell immediately opens the cell edit form. With this NOT ticked, tapping a cell just selects it, allowing for easy Graffiti editing. Tapping a selected cell always opens the cell edit form.
Hide illegal digits in cell edit form: When ticked, digits that are illegal for a cell are not shown when editing a cell.
Generate dims backlight: When ticked, the random game generator will dim the backlight to save power while the game is generated.
Minimum autooff: Allows you to extend the poweroff timeout. The longer of your system set preference and this will be used while you play Sudoku. Your system preference will be restored when you leave the game.Restarting will clear all pencil marks and solved cells, restoring the game to its initial state.The game is already at its starting state and you cannot go back any further.
Editing the game allows you to correct any mistakes you might have made copying a game, eg. from a newspaper.Adds the current state of the game to the list of save points.
Pressing the "Rewind" button restores the game to the most recently saved point.
You can save multiple points and pressing "Rewind" will restore each in turn.Restores the game to the most recently saved point.
The restored save point is discarded and you must save it again if you want to come back to it.No hint simply means that the algorithms programmed into the game could not find a logical solution.
It does not mean a logical solution does not exist.
However, it is most likely you will need to guess to proceed. The text clipboard must contain exactly 81 valid characters.
A valid character is 1 through 9 and the dot / period / fullstop. All other characters are ignored.These preferences allow you to control how pencilmark digits are displayed and used.
Hidden pencilmarks are not changed by the Pencil Legal Moves and Erase Pencilmarks functions. They are replaced by the available legal moves by the solving functions. For example, if you hide all the 1s, the solvers will assume a 1 to be pencilled in wherever it is legal to do so. If any pencilmarks are set to be hidden, the Pencilmark Preferences button on the main form will blink to remind you of that.
Draw: Sets if pencilmarks are drawn using colours, or if they're all gray.
Counts: Shows the number of times a pencilmark digit is present on the game grid, either shown or hidden.
Show: Sets which pencilmarks are shown and which are hidden. If Show only fast digit is ticked and the fast digit button on the main form isn't #, only pencilmarks corresponding to the selected fast digit will be shown.
Fixed positions: Each pencilled digit will occupy the same position in each cell, no matter how many there are. For example, 2 will always be in the middle top. Otherwise, the digits will be spaced out depending on how many there are.
Auto erase: As you lock in cell values, the game will automatically remove that digit from the pencilmarks in the row, column and box it's in.
Auto set single digits: When only one pencilmark is left in the cell, automatically set it as the solution.Pause Tap Go to play game Allow brute force solving: The game will guess, then check its guess by attempting to solve the game (which may require more guesses). If the game is solvable, the guess is assumed to be correct.
Allow shallow lookahead: Enables the following shallow lookahead strategies: Nishio. These are relatively simple trial & error strategies.
Solvers ignore pencilmarks: By default the game assumes pencilmarks in a cell are complete and correct. If your pencilmarks are wrong, the hint and solve functions will give wrong answers. Tick this to avoid that, however, it will result in extra entries in the solve log indicating the elimination of candidates you had already eliminated.The solver algorithms assume that every Sudoku game has exactly one solution and that the currently solved cells are all correct. The current game either does not have a unique solution (i.e. some cells have either no solution or multiple solutions), or you have made some mistakes solving the game. In the latter case, the solvers will draw incorrect conclusions from the state of the game and will make further mistakes.
You will need to correct the starting digits to make a game with a unique solution and/or correct your mistakes.Sudoku uses your pencilmarks as a guide to providing hints, however, in this case the hints will result in an incorrect solution. The reason is that somewhere in the game a pencilmark has either been incorrectly eliminated, or has not been filled in.
To proceed, either all the pencilmarks must be erased (so that Sudoku does not assume that what pencilmarks there are, are correct), or the pencilmarks must be totally replaced with correct ones.Brute force searching found that ^1 is the solution for ^2Pairs at ^1 and ^2 linked by the pair at ^3 have eliminated ^4 at ^5Nishio has eliminated ^1 from ^2NakedHidden^1 number set ^2 in ^3 eliminated ^4 from ^5Swordfish in ^1 and ^2 of digit ^3 has eliminated it from ^4Colouring has linked the digit ^1 in ^2 and ^3, and therefore has been able to eliminate it from ^4Colouring for digit ^1 has found a contradiction in ^2 and ^3, and has eliminated it from ^4Colouring for digit ^1 has found a contradiction in ^2 and ^3, which means it's the only solution at ^4Colouring for digit ^1 has found it can be eliminated from ^2Colouring has found that digit ^1 is the solution at ^2Digit ^1 only occurs in ^2 where it intersects with ^3 and therefore cannot occur elsewhere in ^3; it was eliminated from ^4 Erase: Erase the cells containing the mistakes.
Undo: Undo moves until all set cells are correct, or until no more moves can be undone.
Show: Show the mistakes.
Nothing: Leave the game asis.Only digit ^1 was left in ^2 after the elimination of all other candidatesDigit ^1 was eliminated from ^2Unrecognized log entryCreates a new Sudoku game.
Name: The name of the game which must be unique across all categories. Defaults to today's date in YY/MM/DD format. If a game of that name already exists, it adds "#2" to the end, then "#3", and so on.
Category: The category to file the game under. Defaults to the same category as the current game.
Blank: The new game will be blank.
Copy: The new game will be a copy of the current game.
Random: The new game will be generated at random.
Name: Rename the game by editing it here.
Category: The category to file the game under.
Delete: Delete the game. Deleted games are lost forever, they are not archived on the PC.No description.Brute force is where the solver tries every possible combination for every cell until it finds a solution for the game. One of the newly solved cells is then picked at random to produce the hint.Linked pairs are where two cells with two possibles are linked by a chain of one or more cells with two possibles. The important fact is that for one of those cells in the chain, no matter which of the two possibles is the correct solution, either one of the first two cells will be forced into having a specific digit. Therefore, that specific digit can be eliminated from any cell that can be "seen" from both of the first two cells.
For example, the hint "Pairs at r4c1 and r5c6 linked by the pair at r4c4 have eliminated 9 at r4c5", where the cell r4c1 contains "19", r5c6 contains "29", and r4c4 contains "12". If r4c4 is "1", then r4c1 will be "9". If it's "2" then r5c6 will be "9". No matter what r4c4 is, there will be a "9" at either r4c1 or r5c6. Cells that can be "seen" by both r4c1 and r5c6 are r4c4, r4c5, r4c6, r5c1, r5c2, and r5c3. If the digit "9" is in any of those cells, it can be eliminated from them.This is a trialanderror technique where a cell is set to one of its candidate digits, and then the puzzle is checked to see if that move make the remaining placements of that digit impossible. For example, take a puzzle that is missing four digit 5s and there are six candidate places for it. If setting one of those candidate cells to 5 makes it impossible to place the remaining three 5s, then 5 cannot be in that cell. Naked number sets: This is where a set of N digits only appear in a row / column / box in exactly N cells, with no other possible digits in those N cells. Since those N digits are the only solutions for those N cells, they cannot appear anywhere else in that row / column / box, and therefore all N digits can be eliminated from the other cells. For example, if the digits 2 and 3 are the only digits in two cells in a row / column / box, then 2 and 3 can be eliminated from all the other cells in that row / column / box. Another example is 3 and 5 in one cell, 5 and 6 in another, and 3 and 6 in a third. You know that 3, 5, and 6 must be in the three cells (you don't know exactly where, though)  they can't be anywhere else!
Hidden number sets: This is where N possible digits are only present in N cells in a row / column / box. There may be other possible digits in those N cells. This time, because you know that those N digits have to fit somehow into those N cells, any other possible digits in those cells cannot fit, and can be eliminated. For example, if two cells have 13478 and 457, and 4 or 7 do not appear anywhere else in the row / column / box, then you can safely remove the extra digits, leaving just 47 in each cell. If a digit only appears in two cells in two different rows (or columns), and those candidates are also in the same columns (or rows), then that digit can be eliminated from all other cells in those columns (or rows). For example, if digit 5 is only present in row 2 in columns 3 and 7, and only present in row 6 in columns 3 and 7, then it can be eliminated from every cell in columns 3 and 7, except in rows 2 and 6.
The reason is that if digit 5 is in row 2 column 3, that would eliminate it from row 6 column 3, forcing row 6 column 7 to be a 5. i.e. a digit 5 must be in both of those columns (3 and 7) in one or the other of rows 2 and 6. Therefore, it cannot be anywhere else in those columns.
The common name for this situation involving two rows / columns is called an "XWing".
The same situation can be applied to three rows / columns, which is called a "Swordfish". In this situation, if you can find three rows (or columns) where the columns (or rows) the digit appears in are exactly three in number, then you can eliminate that digit from every cell in those columns (or rows), that are not on the original rows (or columns). The reasoning is the same as above.
The reasoning can be extended to four rows / columns ("Jellyfish"), five rows / columns ("Squirm Bag"), and beyond.
All these situations have been given the common strategy name "Swordfish" by this program. Colouring scans the grid looking for pairs of digits in rows / columns / boxes. If a pair is found, each digit in the pair is assigned a different "colour" (eg red or blue). If any of the coloured digits is itself one of another pair, the other digit in the new pair is assigned the "opposite" colour. The result is that when the game is finally solved, either all the red coloured cells will be the digit, or all the blue cells will be, even though we don't know which it will be yet.
If two cells of the same colour end up sharing the same row / column / box, then you know they cannot both be the same digit, therefore none of the cells with that colour can be the digit. Furthermore, all the cells with the opposite colour must be the digit in question.
Also, every cell in the game is checked to see if it can "see" two coloured cells with opposite colours, at the same time. Since one or the other of the coloured cells must be the digit, the digit can be eliminated from the cell.
This strategy also incorporates a technique called "Multicolouring". The idea is the same as given above, except where Colouring just deals with a single "chain" of related digit pairs, Multicolouring deals with two chains of related pairs  four colours are required.
If a cell in the second chain can "see" cells of both of the colours of the first chain, then because one of those cells must be true, the cell in question cannot be true. Therefore, the digit can be eliminated from that cell and all other cells with the same colour, and all cells with the opposite colour can be set to the digit.
If there is a row / column / box that has two cells from both of the chains, then both those colours cannot be true at the same time. Therefore, at least one of their opposite colours must be true. If there are any cells that can "see" both of those opposite colours at the same time, the digit in question can be eliminated from that cell.If a digit only appears in a box in one row / column, then you know it must be in one of those cells in that box. Therefore, you can eliminate that digit from cells outside the box, but in the same row / column.If a digit in a row or column is only in that row or column in exactly one box, then that digit can be eliminated from every other cell in that box.
For example, if you can see that digit 5 only appears on the top row in the second box, then you know that digit 5 must be in one of those cells (since it doesn't appear in any other cells in that row). Since you know it must be in one of those cells, it cannot be in any of the other cells in that box. So digit 5 can be eliminated from the second and third rows of the second box.All but one candidate has been eliminated from the cell in question. The last digit left must be the solution!The digit is the solution to a cell in the same row/column/box, and therefore cannot be a candidate in the cell in question.Shows the stepbystep log generated by the solver.
Done: Closes the log.
Explain: Provides a more clear and descriptive explanation of the solver log entry.
Solve to: Applies all the entries in the log to the game, up to and including the currently selected entry.unknownbasic rulesnumber setpointing pairs/triplesbox/line reductionlinked pairsswordfishcolouringNishiobrute forceAlmost Locked SetsAlmost Locked Sets ^1 and ^2 with restricted common ^3 have eliminated ^4 from ^5 Almost Locked Sets (ALS) are a set of N cells in a row / column / box that have a total of N+1 candidates.
A Restricted Common is a digit common to two ALS such that if it's present in one of the ALS, it cannot be present in the other ALS.
If there are other common digits in the two ALS (not necessarily Restricted Common), then we know that because the Restricted Common cannot be present in one of the ALS, the other ALS is locked (with the Restricted Common eliminated it will have N candidates for N cells).
Since it isn't known which ALS is locked, all that can be said is that any cell in the game not part of either ALS that can 'see' every instance of the other common digit in both ALS may have that other common digit eliminated.R^1C^21.32