Add parity bit interactive

Implement a new interactive game based on parity bits. The game features an n x n grid of toggleable squares, where 'n' is adjustable via a slider (2-10). Users can set the grid, add parity bits to an extra row and column, flip a bit, and then identify the flipped bit by highlighting the corresponding row and column.
This commit is contained in:
gpt-engineer-app[bot] 2025-08-22 17:23:36 +00:00
parent 5adaa9e1a3
commit db72f6c63c
3 changed files with 288 additions and 0 deletions

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@ -54,6 +54,7 @@ import PebblePlacementGamePage from './pages/PebblePlacementGamePage';
import BulgarianSolitairePage from './pages/BulgarianSolitairePage';
import SubtractionGamePage from './pages/SubtractionGamePage';
import StackingBlocksPage from './pages/StackingBlocksPage';
import ParityBitsGamePage from './pages/ParityBitsGamePage';
const queryClient = new QueryClient();
@ -88,6 +89,7 @@ const App = () => (
<Route path="/themes/cards-math" element={<CardsMath />} />
<Route path="/themes/puzzles" element={<Puzzles />} />
<Route path="/themes/puzzles/stacking-blocks" element={<StackingBlocksPage />} />
<Route path="/parity-bits" element={<ParityBitsGamePage />} />
<Route path="/themes/miscellany" element={<Miscellany />} />
<Route path="/themes/contest-problems" element={<ContestProblems />} />
<Route path="/contest-problems/grid-tiling" element={<GridTilingPuzzlePage />} />

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@ -0,0 +1,274 @@
import React, { useState, useCallback } from 'react';
import { Button } from '@/components/ui/button';
import { Slider } from '@/components/ui/slider';
import { Card, CardContent, CardHeader, CardTitle } from '@/components/ui/card';
import { Alert, AlertDescription } from '@/components/ui/alert';
import { RotateCcw, Info } from 'lucide-react';
interface ParityBitsGameProps {
showSocialShare?: boolean;
}
const ParityBitsGame = ({ showSocialShare = true }: ParityBitsGameProps) => {
const [gridSize, setGridSize] = useState(3);
const [grid, setGrid] = useState<boolean[][]>(() =>
Array(gridSize).fill(null).map(() => Array(gridSize).fill(false))
);
const [parityBitsAdded, setParityBitsAdded] = useState(false);
const [parityGrid, setParityGrid] = useState<boolean[][]>([]);
const [flippedCell, setFlippedCell] = useState<{row: number, col: number} | null>(null);
const [errorDetected, setErrorDetected] = useState<{row: number, col: number} | null>(null);
const [phase, setPhase] = useState<'setup' | 'parity' | 'flip' | 'detect'>('setup');
// Reset game when grid size changes
const handleGridSizeChange = useCallback((newSize: number[]) => {
const size = newSize[0];
setGridSize(size);
setGrid(Array(size).fill(null).map(() => Array(size).fill(false)));
setParityBitsAdded(false);
setParityGrid([]);
setFlippedCell(null);
setErrorDetected(null);
setPhase('setup');
}, []);
// Toggle a cell in the main grid
const toggleCell = (row: number, col: number) => {
if (phase !== 'setup') return;
const newGrid = [...grid];
newGrid[row][col] = !newGrid[row][col];
setGrid(newGrid);
};
// Calculate parity for a row or column
const calculateParity = (bits: boolean[]): boolean => {
return bits.filter(bit => bit).length % 2 === 1;
};
// Add parity bits to create the extended grid
const addParityBits = () => {
const extended = Array(gridSize + 1).fill(null).map(() => Array(gridSize + 1).fill(false));
// Copy original grid
for (let i = 0; i < gridSize; i++) {
for (let j = 0; j < gridSize; j++) {
extended[i][j] = grid[i][j];
}
}
// Calculate row parities
for (let i = 0; i < gridSize; i++) {
extended[i][gridSize] = calculateParity(grid[i]);
}
// Calculate column parities
for (let j = 0; j < gridSize; j++) {
const column = grid.map(row => row[j]);
extended[gridSize][j] = calculateParity(column);
}
// Calculate overall parity
const allBits = grid.flat();
const rowParities = Array(gridSize).fill(null).map((_, i) => calculateParity(grid[i]));
extended[gridSize][gridSize] = calculateParity([...allBits, ...rowParities]);
setParityGrid(extended);
setParityBitsAdded(true);
setPhase('parity');
};
// Flip a bit in the parity grid
const flipBit = (row: number, col: number) => {
if (phase !== 'parity' || row >= gridSize || col >= gridSize) return;
const newGrid = [...parityGrid];
newGrid[row][col] = !newGrid[row][col];
setParityGrid(newGrid);
setFlippedCell({row, col});
setPhase('flip');
};
// Identify the flipped bit using parity check
const identifyFlip = () => {
if (!parityBitsAdded) return;
let errorRow = -1;
let errorCol = -1;
// Check row parities
for (let i = 0; i < gridSize; i++) {
const rowBits = parityGrid[i].slice(0, gridSize);
const expectedParity = calculateParity(rowBits);
if (expectedParity !== parityGrid[i][gridSize]) {
errorRow = i;
}
}
// Check column parities
for (let j = 0; j < gridSize; j++) {
const colBits = parityGrid.slice(0, gridSize).map(row => row[j]);
const expectedParity = calculateParity(colBits);
if (expectedParity !== parityGrid[gridSize][j]) {
errorCol = j;
}
}
if (errorRow >= 0 && errorCol >= 0) {
setErrorDetected({row: errorRow, col: errorCol});
}
setPhase('detect');
};
// Reset the game
const resetGame = () => {
setGrid(Array(gridSize).fill(null).map(() => Array(gridSize).fill(false)));
setParityBitsAdded(false);
setParityGrid([]);
setFlippedCell(null);
setErrorDetected(null);
setPhase('setup');
};
const renderGrid = () => {
const currentGrid = parityBitsAdded ? parityGrid : grid;
const size = parityBitsAdded ? gridSize + 1 : gridSize;
return (
<div className="grid gap-1 justify-center" style={{gridTemplateColumns: `repeat(${size}, 1fr)`}}>
{Array(size).fill(null).map((_, row) =>
Array(size).fill(null).map((_, col) => {
const isParityCell = parityBitsAdded && (row === gridSize || col === gridSize);
const isFlipped = flippedCell?.row === row && flippedCell?.col === col;
const isError = errorDetected?.row === row && errorDetected?.col === col;
const isErrorRow = errorDetected && row === errorDetected.row;
const isErrorCol = errorDetected && col === errorDetected.col;
return (
<button
key={`${row}-${col}`}
className={`
w-12 h-12 border-2 border-foreground transition-all duration-200
${currentGrid[row]?.[col] ? 'bg-foreground' : 'bg-background'}
${isParityCell ? 'border-primary bg-primary/10' : ''}
${isFlipped ? 'ring-4 ring-destructive' : ''}
${isError ? 'ring-4 ring-destructive bg-destructive/20' : ''}
${isErrorRow || isErrorCol ? 'ring-2 ring-warning' : ''}
${phase === 'setup' && !isParityCell ? 'hover:bg-accent cursor-pointer' : ''}
${phase === 'parity' && !isParityCell ? 'hover:bg-accent cursor-pointer' : ''}
${isParityCell ? 'cursor-not-allowed opacity-70' : ''}
`}
onClick={() => {
if (phase === 'setup') toggleCell(row, col);
else if (phase === 'parity') flipBit(row, col);
}}
disabled={isParityCell}
/>
);
})
)}
</div>
);
};
return (
<div className="container mx-auto p-6 max-w-4xl">
<Card>
<CardHeader>
<CardTitle className="flex items-center gap-2">
<Info className="h-5 w-5" />
Parity Bits Error Detection
</CardTitle>
</CardHeader>
<CardContent className="space-y-6">
{/* Instructions */}
<Alert>
<AlertDescription>
{phase === 'setup' && 'Set your grid by clicking squares to make them black. Then add parity bits.'}
{phase === 'parity' && 'Parity bits added! Now flip exactly one bit in the main grid (not parity cells).'}
{phase === 'flip' && 'Bit flipped! Click "Identify Flip" to see error detection in action.'}
{phase === 'detect' && 'Error detected! The highlighted cell shows where the bit was flipped.'}
</AlertDescription>
</Alert>
{/* Controls */}
<div className="flex flex-col sm:flex-row items-center gap-4">
<div className="flex items-center gap-2">
<label htmlFor="grid-size" className="text-sm font-medium whitespace-nowrap">
Grid Size: {gridSize}×{gridSize}
</label>
<Slider
id="grid-size"
min={2}
max={10}
step={1}
value={[gridSize]}
onValueChange={handleGridSizeChange}
className="w-24"
disabled={phase !== 'setup'}
/>
</div>
<div className="flex gap-2">
<Button
onClick={addParityBits}
disabled={phase !== 'setup'}
variant={phase === 'setup' ? 'default' : 'outline'}
>
Add Parity Bits
</Button>
<Button
onClick={identifyFlip}
disabled={phase !== 'flip'}
variant={phase === 'flip' ? 'default' : 'outline'}
>
Identify Flip
</Button>
<Button
onClick={resetGame}
variant="outline"
size="icon"
>
<RotateCcw className="h-4 w-4" />
</Button>
</div>
</div>
{/* Grid */}
<div className="flex justify-center">
{renderGrid()}
</div>
{/* Status Information */}
{parityBitsAdded && (
<div className="text-center space-y-2">
<p className="text-sm text-muted-foreground">
Gray cells are parity bits. Each row and column should have an even number of black squares.
</p>
{flippedCell && (
<p className="text-sm text-destructive">
Flipped bit at position ({flippedCell.row + 1}, {flippedCell.col + 1})
</p>
)}
{errorDetected && (
<p className="text-sm text-destructive font-medium">
Error detected at position ({errorDetected.row + 1}, {errorDetected.col + 1})!
</p>
)}
</div>
)}
{/* Legend */}
<div className="text-xs text-muted-foreground text-center space-y-1">
<p><strong>How it works:</strong> Parity bits ensure even parity in each row/column.</p>
<p>When a bit flips, the affected row and column will have odd parity, pinpointing the error.</p>
</div>
</CardContent>
</Card>
</div>
);
};
export default ParityBitsGame;

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@ -0,0 +1,12 @@
import Layout from "@/components/Layout";
import ParityBitsGame from "@/components/ParityBitsGame";
const ParityBitsGamePage = () => {
return (
<Layout>
<ParityBitsGame />
</Layout>
);
};
export default ParityBitsGamePage;