New devices for this level are Scramble Clock and it's companion Scramble Box.
The Scramble Clock
The scramble clock like our regular clock has Hour Hand and Minute Hand. Instead of "12" we use "0". The Hour Hand would normally move from 0 to 3 to 6 and so on. Same way the Minute Hand would move from 0 to 3 to 6 and so on. This clock will give us the Scramble Key. The key in the scramble clock is formed using the Hour Hand and the Minute Hand. In the diagram above the Hour Hand is at 2 and the Minute hand is at 8. So the key is 2:40
In level 4 , The Hour hand and the Minute Hand must be in the opposite halves. So if Hour Hand is on the right side, the Minute Hand must be on the left side.
The Scramble Box
Scramble Box ( Capacity 144 characters )
Note we can increase this capacity if we change the resolution of minutes
This box can store 144 symbols. Each entry in the Box corresponds to time interval on the Scramble Clock. Each hour is represented by a row. Every 5 minutes interval is represented as a cell in the row. By changing the minute interval we can increase the number of cells in every row and hence the symbol storing capacity of the Box.
In the given example we consider the minute interval to be of 5 minutes. Hence the box can store 144 intervals ( Symbols ) .
Text to be Scrambled
I have used simple English message instead of Harikavach encoded message to keep things simple and comprehensible.
Text to be scrambled using Scramble Clock.
Pattern is a solution to a problem in context. It is a unit of expression that captures experience and enables reuse. It is relevant to all topics.
How to Scramble using Scramble Clock and Scramble Box
As the scramble key is 2:40
The Hour Hand is pointing to 2 in the Scramble Clock . This corresponds to Row 2 of the Scramble Box.
The Minute Hand is pointing to 8 in the Scramble Clock. This corresponds to Row 8 of the Scramble Box.
The scrambling will follow 4 direction.
From the default position of Hour Hand move towards 0.Lets call it Flow1.This means moving from Row 2 towards Row 0 in Scramble Box and filling the box from right to left.
From the default position of Minute Hand move towards 0.Lets call it Flow2.This means moving from Row 8 towards Row 11 in Scramble Box and filling the box from left to right.
From the default position of Hour Hand move towards 6.Lets call it Flow3.This means moving from Row 2 towards Row 6 in Scramble Box and filling the box from left to right.
Form the default position of Minute Hand move towards 6.Lets call it Flow4.This means moving from Row 8 towards Row 6 in Scramble Box and filling the box from right to left.
Start with Flow1.
Write the first alphabet in Flow1
Write the second alphabet in Flow2.
Continue writing alphabets in Flow1 and Flow2 alternately.
If you reach 0 in Flow1 then Flow3 follows Flow1.
If you reach 0 in Flow2 then Flow4 follows Flow2.
Continue Flow3 until you reach 6.
Continue Flow4 until you reach 6.
Scramble the Text Message
Follow the steps of scramble Algorithm to fill up the Box.
Please note that space is being represented as sp.
In HariKavach it will not be the English message but the encoded HariKavach message that will be placed in the scramble box.
Once you get the scrambled message fill the message in the scramble box from 0 to 11 rows. Each row must be filled from left to right.
Now obtain the scramble key. ie 2:40 . How to obtain the scramble key is an open ended question. Normally scramble key would be known in advance. We can also use some out of band signalling. If a messenger is carrying the message. The color of his clothes or the ornaments he wears can determine the scramble key.The minute resolution is 5 minutes in this example , however if kept variable, must be communicated.
Identity the four flows. Flow1, Flow2, Flow3 and Flow4. Write down the actual message by travelling with the flows as mentioned in the Scramble Algorithm.
Steps for Game Level 4
Encoding and Scrambling.
You will be given an English Statement
Using the Encode Key you will convert the English Statement in Harikavach symbols.
Using the Scramble Key, Scramble Clock and Scramble Box you will scramble the Harikavach message into a scrambled message.
Descrambling and Decoding
Descramble the message using Scramble Key, Scramble Clock and Scramble Box.
Conducted a small survey on twitter regarding the inheritance related open decorator in the Kotlin language. The comparison was between the design semantics offered via Java's final keyword and Kotlin's open keyword.
Here are the results.
In Java every class by default is inheritable until made final. In Kotlin every class by default is not inheritable until annotated with the keyword 'open'. If you were to create your own language which approach would you prefer— RajeshPatkar (@RajeshPatkar) November 14, 2017
Any Computer Language can be defined in terms of its Vocabulary and it's Grammar. A Language's grammar specifies the rules of composition of its fundamental elements. When you start learning a language most of the introductory material focuses on the vocabulary and the grammar. When you achieve a satisfactory level of proficiency in the vocabulary and the grammar, you feel that you know the language. As you are aware that in languages like English, knowing vocabulary and grammar doesn't guarantee your ability to write an essay or a poem. Similarly knowing vocabulary and grammar of a computer programming language doesn't guarantee your ability to develop software in it. You have to master several other skills before you start developing a software. To clarify this to a new programmer, I use a metaphor called Potter Metaphor. A Potter starts with raw materials like mud, water, colours etc and with the use of his wheel creates pots. A potter who claims that he is a potter …